Stellaris

Stellaris

Stargate Weapons with Sound & More!
246 Comments
Sturman 8 Jun @ 1:48am 
Jaffa, Kree!
Scradegn 11 Jun, 2024 @ 10:12pm 
@peterka3 you need some help man.....
Scradegn 11 Jun, 2024 @ 10:10pm 
For those wanting an updated version of this for 3.12 I have two links for you one is an updated one I started a while back ago and another is someone else who updated this & added additional features/visuals/components:


https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1781606264&

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2617459347
peterka3 15 Nov, 2023 @ 4:44am 
After downloading it, I started playing the game and when I wanted to put what I downloaded into the new race, nothing showed up, there was nothing from the stargate, so I hope you will make it so that the weapons can be put there.
T'erissk 30 Apr, 2023 @ 9:43am 
This mod works still, I was suing it and I heard the sounds :)
Meruém - der vergessene König 29 Sep, 2022 @ 11:45am 
@Honza: not rly xD :C
Honza 23 Apr, 2021 @ 10:24am 
does it still work?
Alex Nevsky 20 Mar, 2020 @ 12:10pm 
>303
>Strike Craft

Using a cruiser as a strike craft seems a bit overkill to me
HumanFate 11 Sep, 2019 @ 1:03pm 
Why doesnt the shield-tec add any shieldpoints to my builds?
Mattie AH 14 Jun, 2019 @ 5:32pm 
plz update to 3.0.1
Blink#63H2 24 May, 2019 @ 10:07am 
Is there a version of the ship-trails ?
Muck aka. Akaylla, Kayla 21 May, 2019 @ 1:33pm 
ZPM pls :D
nia727 15 Jan, 2019 @ 3:34pm 
up plz
OVERLORDTHOR 2 Oct, 2018 @ 6:53am 
The tau'ri railguns should instead be point defense weapons. That was the stated purpose of them on a few occasions. They also happen to fire them at big shipsa because they go "all in" on them fairly often. They do negligable damage to ships except when getting a crazy lucky chain reaction from blowing up fighters leaving a bay.
Keltskiy 23 Aug, 2018 @ 3:08am 
@Depri Yay thatnkyou
Lothar der reinlaufen laesst 3 Jul, 2018 @ 5:44pm 
I've created an updated version of the mod, if anyone cares. Try it out.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1430747881
Ragnarian 24 May, 2018 @ 3:07pm 
is there a way to add some kind of weight to the stuff to make stuff like the ship/race mods use these weapons, like having the goa'uld ship mod use these weapons, could tie it to the empire name if possible
Keltskiy 19 May, 2018 @ 5:55am 
link wont load.
LeethalGambit  [author] 15 Mar, 2018 @ 11:43am 
I have made and pinned a new discussion explaining why I will not be updating this mod. Link below.

Good luck, have fun.

LeethalGambit signing off...

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/732893414/2650805184969726548/
KuchenEsser 3 Mar, 2018 @ 11:06am 
Could you make a version thats just the weapons?
punkboy_sp 26 Feb, 2018 @ 9:48pm 
I agree love these plz update them
mpwolf1 25 Feb, 2018 @ 3:56pm 
please update!!!
King Dani 24 Feb, 2018 @ 2:07am 
Update for Game Version ( 2.0.0 ) Please
Lord Frederick 22 Feb, 2018 @ 1:07pm 
Hoping for this to be updated
Shadow 23 Jan, 2018 @ 8:03am 
Update pls :c
SpecialKaegbein 8 Jan, 2018 @ 11:35am 
Update Please?
LeethalGambit  [author] 30 Dec, 2017 @ 6:40pm 
ok
FutureGᐰdget001 30 Dec, 2017 @ 6:40pm 
Noice, and btw I sent a stupid email talking about the mod, just ignore it! :steamfacepalm:
LeethalGambit  [author] 30 Dec, 2017 @ 6:38pm 
Thanks Anubis I'll look into it and fix this when I get some free time.
FutureGᐰdget001 27 Dec, 2017 @ 5:48pm 
I found out how to fix the retargeting problem all of this mod's missiles. There is a new value concerning missiles called "Retargeting Range" and all of this mods weapons, from Ancient Drones to the Horizon Weapons Platform have a "Retargeting Range" of 0. But all of the vanilla weapons have a "Retargeting Range" of 20 or 30 or something like that! so edit the retargeting range of all weapons YAY!!
FutureGᐰdget001 26 Dec, 2017 @ 9:49pm 
Best mod, but I'd like it more if the Ancient Drone weapons could track a retrack targets like missles in the base game as of 1.9
Khorne Flakes 22 Dec, 2017 @ 1:56pm 
Thanks Leethal!
Bojack 12 Dec, 2017 @ 7:46am 
hey are you planning on updating this mod to 1.9?
LeethalGambit  [author] 1 Dec, 2017 @ 8:51pm 
I'll look into it Soros, can't promise anything though.
Khorne Flakes 28 Nov, 2017 @ 5:03pm 
hey this is awesome thanks for the hard work! A bit of a dream here but any chance at a ISB/NSC patch to have higher tier(likely same effect and all just more damage) copies of the later(in stargate) tech, so like an asgard plasma beam 1-5 and and X slot that was on par with titan lasers or something?
LeethalGambit  [author] 20 Nov, 2017 @ 2:05pm 
Update enabled... lol

So, I believe I have fixed the bugs that everyone was having. Couldn't replicate your issue Abisius, so I'm not sure if the things I changed really helped you or not. I did fix the prerequisites page, it should be 100% accurate now. As for the tech taking too long to pop up, I have lowered the tier and bumped up the weight for the tech in this mod. They should pop a lot faster now once prerequisites are met. With the lower tier, the AI if they use them at all should only do so until a higher tier replacement is unlocked (I have only done a 2 game test with this).
Rissien 11 Nov, 2017 @ 7:06pm 
I seem to have come across a bug. For some reason with this mod enabled when researching Deep Space Installations causes the game to crash. I have been painstakingly trying to figure out which mod was causing the crash turning them all off and trying one at a time and this mod crashes it. Something that interferes with it maybe?
SquireApollo 10 Nov, 2017 @ 4:04pm 
I found that I was unable to research the tech if I enabled the advanced modules in NSC mod - as they appeared late-game when I chose not to enable the advanced NSC modules. I then used the reserach all tech console command in an default NSC, non-NSC and NSC without advanced modules game. The stargate tech did not appear in the default NSC game, but did so in the other two scenarios.
Abisius Xarvenius Carbensius 10 Nov, 2017 @ 1:15pm 
i changed from dx11 to dx12 and now it is possible to start the game with your mod, hope this helps to find the culprit
Abisius Xarvenius Carbensius 10 Nov, 2017 @ 11:01am 
@LeethalGambit

i have first time tried to use the mod at 27.10.2017 short after the update that day and never before, the crash happens since first try of use

1. testet with english and german version of the game
2. no other mod so far has let it crash, all mods i have used so far are linked i nthe other post
3. no loading probs with mods besides this one
4. i was never able to start the game with this mod
LeethalGambit  [author] 10 Nov, 2017 @ 9:48am 
I have 2 of the mods you linked and they work with this mod no problem. So it's not a problem with the mods you linked. Has to be something else.
LeethalGambit  [author] 10 Nov, 2017 @ 9:45am 
@Abisius a few questions to help me better understand where to look in order to try and help you.
1. What language version of stellaris do you have installed? English?
2. Stellaris loads fine without any mods active?
3. Stellaris loads fine with other mods active, but not with this one.
4. Have you been able to get Stellaris to load with this mod installed in the past? Or has it never
worked with this mod.
Abisius Xarvenius Carbensius 10 Nov, 2017 @ 5:39am 
@LeethalGambit have i already doen before posting my comment and the only other mods i use are:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=683230077
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=907726433
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=948431670

but even if i load only your mod my game crashes.

file integrity checked, mod redownloaded after deleating all files of the mod checked. i cant even reach the mainmenu, the first loadinggscreen coems up and the game nearly instantly crashes.

system:
- os win10
- cpu i7-3770
- graphics gtx-660
- ram 16gb ddr8
LeethalGambit  [author] 9 Nov, 2017 @ 7:14pm 
Garwaire, the tech shows up at random. It's at the same priority as vanilla tech, but it's all still random. See if you can figure out if it's a bug or just bad luck. If that doesn't work I'll install stellaris on my other computer and see if I can reproduce your problem sometime this weekend.
LeethalGambit  [author] 9 Nov, 2017 @ 7:08pm 
Rissien, I'll check it. I might have made a typo not sure atm.
LeethalGambit  [author] 9 Nov, 2017 @ 7:05pm 
Abisius, I'm not sure why the mod crashes the game for you. You might have to unsub then find the files in steam and delete the folder, resub, restart to get a fresh install of the mod. This method has fixed similar issues in the past.
Rissien 8 Nov, 2017 @ 8:44am 
According to your prerequistes post Naquada generators should be default researched? I never even saw them untill I had antimatter reactors *level 5* and even then first had to research
SquireApollo 2 Nov, 2017 @ 1:57pm 
That's good to know @тѕсм.Obi-Swag Kenobi - I wonder what it might be. Guess I'll have to try sort it by trial and error then.
Abisius Xarvenius Carbensius 2 Nov, 2017 @ 7:50am 
i get a gamecrash when i try to load the game with this mod and the launcher says that the aktual gameversion is nto supportet
Obi™ 2 Nov, 2017 @ 6:33am 
NSC Does nothing to this mod