Stellaris

Stellaris

Vanilla-themed Star Wars Weapons
342 Comments
Nyx (She/Her) 28 May @ 12:14pm 
rest in peace
Legendkiller456 7 May @ 8:30am 
I agree.
ph34rthe1337 6 May @ 9:36pm 
this mod being dead, hurts my soul.
Legendkiller456 19 Mar, 2024 @ 3:21pm 
Dang, is it actually broken?
KindaFreeXP 17 Aug, 2023 @ 2:15pm 
As of right now, this mod no longer works correctly. PDX changed the way weapons are coded (changed some tags + moved all weapon stats to a separate file), and so it breaks vanilla weapons when used.
RedRapture 21 Mar, 2023 @ 5:09am 
Does this still work?
Yolosaurus Rex 13 Mar, 2023 @ 12:04pm 
How well does this mod pair with NSC? (I can't remember whether NSC adds more tiers of weapons or not)
Boristus  [author] 27 Feb, 2023 @ 2:03pm 
@motoracer50 - No, you are locked into the color you chose at the start of the game. This is because each color is its own tech line, so there is now clean way to allow them to be swapped.
motoracer50 17 Feb, 2023 @ 2:39pm 
any way to change laser color mid game?
Boristus  [author] 1 Feb, 2023 @ 11:09am 
@Spluggie Wuggie - I don't intend to make a version with only the modded weapons, but it isn't super difficult to do yourself - just make a mod that either overwrites the vanilla weapon definitions, or sets them so that they can never be researched.
Gareth Glittus 29 Jan, 2023 @ 2:54am 
3.6* Fat fingered that
Gareth Glittus 29 Jan, 2023 @ 2:51am 
Question, is there a way you can create a separate mod where all vanilla weapons are replaced?
Also this is one of the best mods on the workshop right now and I think the only Star Wars weapons that work for 3.5, thank you for keeping this mod alive.:steamhappy:
ph34rthe1337 22 Dec, 2022 @ 2:57am 
its genuinely really comforting to see this old mod still here and still doing the same thing. only other mods to survive since the early era have all added so much extra junk theyve ended up bloated messes. im glad to have some stability here lol.
Boristus  [author] 10 Dec, 2022 @ 3:29pm 
Alright, I've taken a look through the files and test around a bit, and the mod still seems to work (and seems to be roughly comparable to other weapons still). I've updated the mod to the current version, but please let me know if there are any issues.
Smoking_GNU 7 Dec, 2022 @ 1:53am 
That's fair enough. Thank you for keeping this mod up to date. Started a new game without it and it just feels bland to me now. Can't wait to get my Defence Fortresses from NSC stuffed full of Pulse Cannons back :D
Boristus  [author] 6 Dec, 2022 @ 11:14am 
@Smoking_GNU - It will be a few days before I'm in a position to actually work at it, but it (hopefully) shouldn't be to difficult once I have the chance.
Smoking_GNU 5 Dec, 2022 @ 4:55am 
Right, so newest Stellaris update reworked a whole bunch of weapons. Wondering if there is a rework in progress for this mod?
Lowstringer 2 Jun, 2022 @ 2:18pm 
@Wolffen It does not replace Vanilla game weapons. I use this mod with other weapon mods also and everything seems to work fine with 3.4, and the AI seems to use a variety of weapons.
Wolffen 20 May, 2022 @ 1:55pm 
Does the mod disable standard-game weapons?(plz tell me it does i want everyone using SW lasers)
Epyk 9 Jan, 2022 @ 5:05pm 
you should add y wings or ties if you wanted to dont see alot of mods doing it
Boristus  [author] 1 Dec, 2021 @ 4:38pm 
@Smoking_GNU - I imagine so. Its been well over two years since an update has required me to do more than change the version number.
Smoking_GNU 26 Nov, 2021 @ 2:10am 
I'm assuming this still works fine with 3.2?
William III 6 Nov, 2021 @ 10:14am 
Thanks for looking into it Boristus. The only issue is that the mod doesn't appear on the old launcher, otherwise I'd give it a try regardless of the version number.
Jack Ace 3 Nov, 2021 @ 9:48pm 
Any chance you would add the weapon sounding like the octuple barbette from the isd 2?
Boristus  [author] 31 Oct, 2021 @ 6:14pm 
epikworld23 - Proton Torpedoes are a vanilla Stellaris weapon. Adding my own would be redundant.
Epyk 29 Oct, 2021 @ 12:49pm 
Add Proton Torpedoes!!
Boristus  [author] 24 Oct, 2021 @ 7:50pm 
@Reverend - I don't think I have a version that old archived. The oldest one I can find is from 2.5.x.

That being said, maybe that version would work? 90% of the time I do updates of this mod, it's just changing the version number. I can't exactly remember when the last time I needed to make a significant change for compatibility's sake was.
William III 23 Oct, 2021 @ 7:12pm 
Is there any chance we could get an upload for the 2.1.x compatible version if you have the old files?
Apapse 5 Oct, 2021 @ 3:22pm 
@Boristus - That would be awesome! I love your mod and thank you for all the hard work you put in!
Boristus  [author] 4 Oct, 2021 @ 6:55pm 
@Apapse - Not an easy way, as far as I know.

My understanding is that the AI uses the auto-best designs, so the only way to force them to use modded weapons (such as these) would be to either find a way to make the auto-designer weigh them higher than the vanilla weapons (probably by making the modded weapons substantially better than their vanilla counterparts), or disable the vanilla weapons.

Neither are particularly ideal solutions, but I wonder if I could make a galaxy setup option that disables the vanilla weapons... that might actually be something to look into in the future...
Apapse 4 Oct, 2021 @ 8:27am 
Is there a way to force the AI to just use these weapons? I seem to be the only empire using them and I was hoping to face off against my own version of the sith empire as the old republic
Boristus  [author] 3 Jul, 2021 @ 6:14pm 
@Legendkiller456 - I'm happy to keep it updated as long as people remind me, since PDX always seems to release updates when I'm on breaks from playing Stellaris....
Legendkiller456 30 Jun, 2021 @ 5:38pm 
As long as you keep this mod alive, I will be happy :)
CadianCastellan 11 Jun, 2021 @ 9:21am 
Also suggest making an independent sub-mod which disables original Stellaris weapons when loaded, in case people really want it that way... I tried it and original weapon techs showing up annoys me a little... wait, which reminds me why U don't want them disabled in the first place XD Previous problem partly solved XD
CadianCastellan 11 Jun, 2021 @ 8:51am 
Hi people, are there any XL weapons that ignore shields and armor and deal direct hull damage like with original XL slots in here? If yes then it's real good :)
Winnie_the_Pooh1812 3 May, 2021 @ 10:31am 
@Boristus

I seem to have solved it. Thanks for you reply :) I was mid game and hadn't yet researched the laser colour tech... Silly me! LOL
Boristus  [author] 2 May, 2021 @ 9:03pm 
@Winnie_the_Pooh1812 - That's a common issue with Stellaris' (and by extension, all of the current Paradox game's) launcher. Try the fix listed here:https://steamhost.cn/steamcommunity_com/app/281990/discussions/0/2950377478189314679/
Winnie_the_Pooh1812 2 May, 2021 @ 1:27pm 
This might sound dumb but how do i use this mod? I've subscribed but nothing seems to have happened with the game i'm playing and there is no option to change the weapons in the ship designer tab... am i missing something?
Smoking_GNU 18 Apr, 2021 @ 11:23pm 
Most excellent :D
Boristus  [author] 18 Apr, 2021 @ 5:28pm 
Updated to 3.0.1

As always, this is just a version update as all the stat balances seem to be in line with the vanilla components. If this is not the case, please let me know so I can fix it.
Boristus  [author] 18 Apr, 2021 @ 5:14pm 
@Smoking_GNU - It should, but that will be a moot point in about an hour when I update it.
Smoking_GNU 17 Apr, 2021 @ 1:03am 
Is this mod still functional/usable with 3.0.1? I dunno if anything was really changed with the big patch that'd affect this mod, but just wondering.
Boristus  [author] 13 Dec, 2020 @ 3:03pm 
@Vael - The Converging-Beam Superlaser is, yes. It's an alternative to the Perdition Beam for players who want to stick to the Blaster tree for Titans as well.

I'll take a look at the name issue on the Ion Cannons.
Nyx (She/Her) 9 Dec, 2020 @ 6:39am 
are the superlasers supposed to be on-par with perdition beams?

also the name for the Ion Cannon superlaser is broken; showing the internal name rather than the display name.
Boristus  [author] 8 Dec, 2020 @ 7:28pm 
@ ZombieWriter2113, @Ced - Updated to 2.8

Like last time, this is just a version update since nothing seems to have changed in regards to component balance or coding. Let me know if there are any problems.
Ced 21 Nov, 2020 @ 1:10pm 
Does this function with 2.8?
ZombieWriter2113 30 Oct, 2020 @ 11:33am 
Heads up. Game Launcher still says the mod is not updated for 2.8 or some odd reason. Thought you should Know.
Boristus  [author] 14 Jun, 2020 @ 8:17pm 
@Zeratul Vergil - Thank you. I keep forgetting that happens.
Zeratul Vergil 14 Jun, 2020 @ 4:08am 
Your description...
Boristus  [author] 2 Jun, 2020 @ 2:27pm 
@DangerousVermin/Adams - Done!

This was just a quick version updated, everything seems to be working properly. Let me know if you run into any issues.