Stellaris

Stellaris

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Additional Vanilla Weapons Revived
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File Size
Posted
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4.814 MB
4 Mar, 2024 @ 3:49pm
1 Jun @ 9:22am
20 Change Notes ( view )

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Additional Vanilla Weapons Revived

Description
Notice:
I'm starting a CDL career. I'll update when I am able to, but there will likely be delays for the foreseeable future. Something, something, sailing the highways, something. If someone wants to make a branch to keep it updated, feel free! Rather we have these mods continue than have them pass into the annuals of history.

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Welcome to the revival of the ever popular Additional Vanilla Weapons! Originally created by the great Sam_, it has been kept alive by the community since Sam_'s disappearance. This overhaul was started from the 3.10 files uploaded by Anarchy.


What is this mod? What does it do? Sam_ would say....
Originally posted by Sam_:
This mod adds 62 new weapons to extend the vanilla weapon tree, with the aim of doubling the number of weapons and technologies in a way that is vanilla friendly. Simply the same weapons in the base game, times two. It adds additional tiers beyond what the base game has, now with 10 tiers of laser, mass driver and missiles.

About
Most weapon sets have been doubled, except Kinetic Artillery, Mass Accelerators and Energy Lances which have 7 tiers instead of 2. The tech cost for each technology in this mod increases exponentially, instead of linearly as the base game does, making the final 10th tier a significant task to research even during end game.

If you play Stellaris like me, you always go for a technological ascendancy, producing as much research as possible. That means by the start of mid-game you have reached the final tier of lasers or mass drivers and you will spend the rest of the game watching the more primitive empires catch up to you. In reality a highly advanced society focused on technology would continue to advance without limits.

With this mod you can continue to advance until end game, way beyond the capabilities of even the Fallen Empires.

Changes
  • Adds 162 new components
  • Adds 62 new technologies

Balance
  • This mod has received a general balance pass, following vanilla ratios and values. Be aware, if you have used the original version of this mod, you will notice a MASSIVE difference.
  • All weapons have had their proper damage profiles and fire rates corrected to vanilla levels.
  • Added Medium and Large Auto-Cannons to complete the sets.

Compatibility
This mod overwrites vanilla icons.
This mod is NOT achievement compatible.

Notes
  • Technology Tier 7 unlock is set to "previously_unlocked = 3" for compatibility concerns with Additional Vanilla Components Revived.


Patches
Coming Soon™
We'll see what else I, or one of you fine people, get around to making a patch for.

Known Issues
  • Ship Auto Upgrading does not work correctly with the components in this mod. You need to manually replace the final tier of vanilla components with the first tier of components from this mod before standard upgrade behavior resumes. This can only be resolved by editing vanilla files, and not something I am willing to do for this particular mod. Beyond the preexisting icons of course.
  • Files need better formatting. Ongoing progress...
  • Appears `no_resource_for_component` has changed/is bugged, and is causing issues with auto-upgrading. Issue happens with vanilla and mod components. Not sure what's going on, looking into it.
  • Components aren't listed in the technologies as unlocked components. Will add as I can.

Localisation


Don't forget to checkout the companion mod:
161 Comments
Vargo 29 Jun @ 9:44am 
Any chance of a revived version for Buildings too?
Tempest 27 Jun @ 6:47am 
Might want to take a look at that link near the bottom of the mod description lol
Catteraine 27 Jun @ 6:44am 
Can you please also add advanced armor, hull and shield tiers? Because only advanced weapons makes defences pretty useless at one point. The original mod had them so maybe you can copy / paste it.
Beast-Storm 19 Jun @ 3:12am 
I understand... and in fairness I'm not ready to return to Stellaris until the Devs iron out the bug (until the next time they bring out another DLC XD ) and I'm still assessing which mods I will subscribe and which one's will be un-subscribed. So take your time and remember to take care of your self when able, stay safe @Hellshiver
@Hellshiver

Ahh, that's understandable!! Don't worry about it, life must come first at times. Thank you still for this amazing mod. I hope you will be safe and I wish you good luck! 💖
Hellshiver  [author] 30 May @ 6:37am 
Ah. Well that's good to hear! Options are always good!

@Le chiKin
As for being able to add them, I likely won't have time to before I hit the road again. Unfortunate.
法格恩·方庚 30 May @ 2:59am 
@Hellshiver
BioGenesis added true biological warships, not domesticate fauna.
Hellshiver  [author] 28 May @ 3:02pm 
@Mental Motel

Unfortunately so. Different scaling/balancing ideas can play havoc with bigger mods. I hear good things about those you mentioned, but I've used AVW/AVC since I started modding Stallaris. Maybe one day, when I have time, I can check them out! XD

@Crazydane25

Not really. Those IDs, IIRC, are assigned based on your mod list. As such, it'll be different per user.

@Le chiKin

If you mean the space fauna added with the Galactic Archive, they are included already. Weapons in this, and components in the component version of the mod.

I just got back from 2 months of training, and have not looked into anything that has happened since I've been gone. Mayhap I've missed something.

@MR_DISHWASHER

Glad to hear! I'll see if I can at least push an update to remove the warning. No promises though; been working for 2 months straight.
MR_DISHWASHER 27 May @ 8:11am 
and 4.0.14 too
MR_DISHWASHER 27 May @ 8:11am 
this mod work very good in 4.0.13 i don't found any bugs