Stellaris

Stellaris

Fixed Turrets Lite
54 Comments
Cephalon Sithalo  [author] 27 May, 2018 @ 7:27pm 
Woops, I set it to be 2.1 but forgot to actually update it apperntly mb :LotusFlower:
Nade 27 May, 2018 @ 6:36pm 
updated to 2.1?
Cephalon Sithalo  [author] 27 Feb, 2018 @ 11:22pm 
added the qol for 2.0.* so it will stop pestering about being outdated :LotusFlower:
Cephalon Sithalo  [author] 23 Feb, 2018 @ 10:41am 
QoL Update for 2.0.0 :LotusFlower:
Cephalon Sithalo  [author] 30 Nov, 2017 @ 2:41am 
well they already have really, each shipset and turret size is a different model, depending on if a weapon is missile or driver/energy is different turret. and some races have unique point defense turrets

id prefer effects that work with those turrets though. and it would be nice if energy turrets where not just driver turrets
_Rev_ 30 Nov, 2017 @ 12:51am 
Anyway, good luck with mod :3
P.S.
Paradox should make different models of turrets :(
Cephalon Sithalo  [author] 29 Nov, 2017 @ 11:39pm 
i should make a version of the regular one thats compatible with chievs lol
_Rev_ 29 Nov, 2017 @ 11:20pm 
yay :D
Cephalon Sithalo  [author] 29 Nov, 2017 @ 11:11pm 
Looks that way
_Rev_ 29 Nov, 2017 @ 11:03pm 
Compatible with achievements?
Cephalon Sithalo  [author] 15 Nov, 2017 @ 11:38am 
oh i thought it was just a design choice lol.

let me know if you come across anymore :LotusFlower:
K'Braid 15 Nov, 2017 @ 9:20am 
oh, thanks for pointing that out!
Cephalon Sithalo  [author] 14 Nov, 2017 @ 11:07pm 
updated to fix battleship L1M4 Mammalian Core for both ftl and ft.

cant wait to see what you bring me next x.x lol.

have to ask tho, for your mods name, why not just add the i to spaceships?
K'Braid 14 Nov, 2017 @ 7:59pm 
oh yep, it's defenity L1M4, you can even see it in the screenshot
Cephalon Sithalo  [author] 14 Nov, 2017 @ 7:51pm 
can you link to the mod you where using please?
K'Braid 14 Nov, 2017 @ 7:08pm 
i had found another one earlier but i can't remember which exactly. It was a mammalian battleship core a medium weapon on the right side was floating. I could be Broadside or Hanger, but i might also be L1M4 as i have a mod that restores old ship sections.
Cephalon Sithalo  [author] 28 Sep, 2017 @ 4:38pm 
updated for annoyance removal lol
Cephalon Sithalo  [author] 27 Sep, 2017 @ 7:38pm 
it still works. to update i need to remove my hdd and put in my last hdd. i forgot to grab the files before i switched. ;-;

i plan on moving them over eventually. i just really dont want to swap hdds. actually come to think of it i had the pc that hdd came in so i can just put it in that and move the monitor onto the floor.

ill get around to it sometime tomorrow perhaps. :LotusFlower:
SPIRIT 27 Sep, 2017 @ 6:04pm 
update pls
Cephalon Sithalo  [author] 27 May, 2017 @ 6:52pm 
i dont care how the buildings look (well much) that wasnt my issue lol. tech wise it doesnt make sense why we can build zp reactors on ships but not planets and some other things.

idc about how the aliens look. sure i would like more alien aliens but thats just a pointless thing to ask for because its to vauge.

looks at the aliens from the mockumerntary alien planet. they are all very higly "alien" but they are still very comparable to many earth creatures. but they all look increadibly ailen. but since they have legs or claws or wings or are shaped up right then i guess they shouldnt count as "alien alien"

or the hunters from halo, they are very alien being just a cognitive mass of squigly worm creatures. but they just look like orange worms so then i guess they wouldnt count as alien enough for most people.
Yandersen 27 May, 2017 @ 6:22pm 
I must agree, some buildings looks like kids' toys. But portraits of space shrimps and penguins irritate my eyes much more. Those get replaced by sci-fi looking aliens I wish more.
Cephalon Sithalo  [author] 27 May, 2017 @ 6:12pm 
it would be completely incompatible with everything else pretty much lol. but it just doesnt make sense that we can build zero point power plants but not reactors and vice versa.

i have no clue when ill get started on such a project but its something i have been putting thought into.
Yandersen 27 May, 2017 @ 4:48pm 
Hoooly, that is a bold claim! Wish u good luck! :)
Cephalon Sithalo  [author] 27 May, 2017 @ 3:42pm 
that doesnt matter though because that is a stat thing. graphical things are more irking than stats (to me at least)

game balance is 1 thing but having a tripple barreled weapon only ever fire from the left barrel looks stupid as all heck.

Id much rather have all 3 barrels work and have rockets work like they look like they would. small rocket turrets should fire a burst of rockets. but this works well enough.

besides i already know technology in general doesnt make sense, gamma lasers apperently wouldnt make good anti ship weapons but would likelyer bypass the hull and fry the crew and electronics.

you can have zp reactors on space ships while still using power plant 1 (which seems to be a fission plant) because apperntly you only ever figured out how to use advanced power plants on space ships and never figured out how to build one on a planet?

all of tech needs a rework pretty much and i plan on getting to it eventually
Yandersen 27 May, 2017 @ 10:48am 
Cosmetic argument. With deeper thought another problem pops up: scaling a kinetic gun up 2 times should actually rise kinetic energy of a projectile 8 times up. Physics did never matter in a game industry, so it is like that. Therefore barrels number is not the only unrealistic thing about Stellaris' models.
Cephalon Sithalo  [author] 27 May, 2017 @ 5:26am 
no. ftl just fixes their positions. Ftlf switches the models of most weapons to look like their single barreled version as well as their positions.

up close in battles if your someone who pays attention to detail and you are watching a battle up close you might start to think how silly it really looks (lasers on medium and large guns constantly fire from 1 exit even though there are multiple exits) and since idk how to mess with whater id have to mess with to make large weapons fire out of all 3 barrels and since i know how some people get irked over little things like that (there is a mod in age of wonder 3 that removes a hero called notchius or something just because his name is based on notch from minecraft and people didnt like that comming from outside the lore and i seriously annoyed them) so i made the full version to make turrets at least look like single barreled weapons
Yandersen 27 May, 2017 @ 5:02am 
So what is left then? It sounds like FTL:Lite then, isn't it?
Cephalon Sithalo  [author] 27 May, 2017 @ 4:49am 
yeah i thought about doing something like when working on the new mod but it goes against what fixed turrets is originally about lol.

and ik the conflict and it is an increadibly simple fix. i said this early in our talks

"Side note, for those who are more interested in using your mod ill upload a version of the Fixed Turrets Full so that they can get the benifits of the full version. Minus Auto Cannons looking like Miniguns from Point defense weapons since that looks like the probably source of confliction."

i just set auto cannons back to their original models and remove that one file and bam. (minus editing a few other values)
Yandersen 27 May, 2017 @ 3:31am 
TBH, initially I also tried to assign different turret models playing with 1-2-3 barrel ones like u do in FTL:Full, but I quickly realized that the amount of work is like doubling to the overall work done in SR, while the effect is negligible to the core of what SR does. Therefore I culled this idea out.
Yandersen 27 May, 2017 @ 3:27am 
Oh, I meant to apologize to people who just use things and sometimes get ugly incopatibility effects forcing them to look for reasons instead of just "include and use whatever u see". I highly doubt the full version can be made compatible as I see the technical conflict - we both have to overwrite the same vanilla file since the FTL:Full changes turret models for different weapons. To ensure compatibility the changes shall rather be made in SR since it also introduces larger weapon slots. But once devs will fix model sizes for Arthropoids, for example, or change turret sizes, the whole work will need to be done again. I don't want to open a place for bugs in future. I am quite happy with what FTL:Lite does.
Cephalon Sithalo  [author] 27 May, 2017 @ 3:14am 
no they are all fixed. you said in your original comment that saddly the full version of fixed turrets does not work with your mod.

so since u where sad about it and since someone might enjoy the fullish version better than the lite version i been saying id make a version of fixed turrets that was compatible with ur mod
Yandersen 27 May, 2017 @ 1:06am 
Hold on, I thought I've seen them all fixed already when last checked... What has actually left?
Cephalon Sithalo  [author] 27 May, 2017 @ 12:31am 
sorry, i havnt had much time to work on that to go with your mod. Ive been up and down with personal issues and overwatch started an event and warframe has double resource weekend (and has been a major focus for reasons outside of that as well:LotusFlower:)

I will get to it though im sorry its taking so much longer. until then FTL has been updated for soul breakers turret positions (the partially broke me modding wise tbh another reason I havnt gotten around to finishing yet lol)
Yandersen 24 May, 2017 @ 4:25am 
Just want to thank you again for your dedication, sithalo, u did awesome!
Cephalon Sithalo  [author] 24 May, 2017 @ 2:43am 
an update on the fungoid soul breaker, i finally finally finally finished (well like 4 hours ago) correcting all the positions (using my wip Fixed Turrets for ships reworked mod). I ported them over to FTL but its 440 am so ill have to make sure it works tomarow and if it does ill update it.

then i can get to work on FT4SRW and since the most time consuming thing is turret positions i should have the mod done and uploaded sometime later today. I hope ull enjoy the finish product and let me know if you have any suggestions for it :) :LotusFlower:
Yandersen 21 May, 2017 @ 7:56am 
sithalo, can u please list the bugged sections (file names) that u found doing your mod in here [forum.paradoxplaza.com]?
Yandersen 21 May, 2017 @ 6:29am 
U r awesome, thanks a lot!
Lol about the sections u didn't know about, though - they were in game, but just commented out in the section templates files. I brought them back, because, well, why not?.. Sorry for giving u more work to do by that, heh. BTW, I don't remember those sections to have any issues for any race, I do not think they need attention...
Cephalon Sithalo  [author] 21 May, 2017 @ 1:26am 
oh we can scroll down in section selection... i dont ever rememer that being a thing. i member seeing at most 6 sections to choose from and them all being lined up in one image...

well... looks like i got alot of fixing tomarow. i dont think soul breaker is in normal versions of the game which is how it slipped under my fix i guess. so now i got to fix 6 different versions of the same thing lol.

and since you seem to be using something thats not normally accessable (it was listed as a template in regular game files anyway it seemed like it wasnt supposed to be accessable in normal game) then ill check every other ship set and see if there are any other hidden turrets that i have to fix.

hopefully these fungoids will be the last turrets i have to fix. after i fix their placement (and any other placements that may come up) tomarow ill work on the trimmed fix turrets for your mod.
Yandersen 21 May, 2017 @ 12:51am 
Um, the Soul Breaker is selectable on all of them, I do not see the problem... R u sure? O_o
Cephalon Sithalo  [author] 20 May, 2017 @ 11:25pm 
Thanks but I wouldnt insult the devs. theyve actually done a fair amount of work here lol.

and actually the only turret I did different was auto cannons and that change has been removed in the version im making for your mod. I will probably adjust some standard and reworked turret sizes because there is a comically huge variation in size when putting something like a medium plasma missle next to a small regular missile turret.

but again my main question is about the soul breaker bow. it can be selected on battlestars but not on classes below that. but it can still be auto generated on classes below that. is the soul breaker supposed to be a battlestar exclusive? I hope so lol. If so would you mind fixing it so it doesnt auto gen on the other ships?

I mean if not ill just fix turrets on all fungoid soul breakers but id rather not fix position on 4 different bows that are not supposed to be accessed lol
Yandersen 20 May, 2017 @ 11:21pm 
sithalo, just checked the result - beautiful, u r the best, wish u work at PDX rather than those useless monkeys. :)
Yandersen 20 May, 2017 @ 11:16pm 
sithalo, the main reason for incompatibility is that you decided to make different turrets for different gun types. As result, u go into weapon_templates. In SR I do the same too because I rework balance - some weapon loose/gain armor penetration, shield penetration, range, type and role.
Cephalon Sithalo  [author] 20 May, 2017 @ 11:15pm 
My only current question now is about the soul breaker fungoid bow really lol. Maybe you where typing your comment while i was typing mine and because of how steam works you missed out on that comment and question lol
Yandersen 20 May, 2017 @ 11:11pm 
As for the questions, I did wanted to just use scale for the parts, however, in this case a ship with some vanilla and new weapons on one section will not look as intended. In SR each next tier follows 1.5 scale rule. It makes a visual problem with reptilian ships only since their S/M/L turrets scale like 1/2/3 instead of 1/1.5/2.25; the rest look fine. But it can not be solved.
Cephalon Sithalo  [author] 20 May, 2017 @ 11:10pm 
ok well. maybe not complete yet... While testing a full version compatible mod i relized some of the fungoids ships that where auto generated had a bow called Soul Breaker (appropriet by this point lol) which can only be selected on Battlestars but it can generate on classes below that

im not sure if its supposed to appear on ships below battlestar since you cannot select them normally. I honestly hope it supposed to be battlestar exclusive because if not then i have to fix it on 5 different ship classes lol.

I figure it is supposed 2 be battlestar exclusive since you cannot normally select that on other classes, if thats the case i hope you fix that so i only have to fix turret placement on the battlestar not battleship-battlestar lol
Yandersen 20 May, 2017 @ 11:05pm 
Jeez, man, what an inspiration! I think u r overreacting, really! :)
Thank you very very much! :)
Cephalon Sithalo  [author] 20 May, 2017 @ 10:38pm 
There, its taken up most my day on and off (youtube was most of the other lol) but it now fixes positions on your ships reworked mod.

And I must say I like the larger turret sizes, idk if the other mods that have larger ships do that but its an interesting idea that makes sense.

Let it never be said that I dont do requests or I dont get it done lol.

Side note, for those who are more interested in using your mod ill upload a version of the Fixed Turrets Full so that they can get the benifits of the full version. Minus Auto Cannons looking like Miniguns from Point defense weapons since that looks like the probably source of confliction. Its late so Im not sure Ill work on it tonight but I will definantly have it up sometime tomarow if I dont work on it tonight.
Cephalon Sithalo  [author] 20 May, 2017 @ 8:28pm 
ok wow, i been on and off working on it for 4ish hours now and i finally finished arthropoid ships placement. 2 more shipsets of 3 2 do lol.

if at all possible, if u work on another ship mod thing, dont use meshes please lol. just mesh a bigger frame or whatever and use the scale command to rescale the parts and turrets.

unless it would make it look bad or something. if u did it that way originally then i could have just copied and pasted lol.

on the upside when im done with this and get around 2 a side mod 2 make the full version of the mod compatible ill already have all the files 2 use and wont have 2 refix the placement again lol.

sorry about all the 2s, my t key is currently iffy so i have 2 copy and paste every t in so i just been turning to's 2 2s lol
Cephalon Sithalo  [author] 20 May, 2017 @ 5:34pm 
nvm ill just slog through it lol