Stellaris

Stellaris

Klingon Weapon Pack
One minor bug and balancing suggestions
While checking the files I found a bug that renders your wish "currently limited to AI's that are either fanatic miltarist or fanatic Spiritualist." impossible. You gave the AI a weight of 1, which will make it use the weapon as long as it has a need for the weapon role. (That's why you define the weapon role in the first place)

To prevent the AI from using it, you would have to change the AI weight to 0.
Of course a factor modifier won't work then anymore so you have to change "factor = 199" to "add = 199" as well to give the AI weight 199 if it fulfills the conditions.

So much for the bug so far, since it is basically required to have the tech which need the civic or ethics to fire it might not be an issue except for the cheat realms that get "all_research 0 10" at game start/entry, also known as "Fallen Empires". So those 3 plus some of the Marauders and crisis empires could use your weapons without meeting your condition. But that is only a minor bug, just one that I found while looking at those texts. So it would be up to you if you want the code to be bullet proof or not.

About balancing: I sort of find it alarming that most weapons have a static attack (min = max) and that they all get a multiplier that boosts their strength up, as well as you add an auxilery component that also increases the damage value. This multiplier all add up to, which can increase your 450% from the weapon to easily over 1000%. Add some vanilla or modded admiral traits and the battle is over before the game even shows it. Can kinda ruin the fun and I would advice against it, because if I would equip weapons to my ships I want to see them fire and watch the fireworks and not just see the enemy fleet blow up without any shot fired.

So my suggestion on balance would be: limit the auxilery to 15 % max (0.15) and also limit the weapons to a maximum of 100 % boost. Give them some of their vanilla abilities instead, aka penetration, if you want stronger weapons.
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Showing 1-2 of 2 comments
GENOBEESRAGE  [developer] 14 Oct, 2022 @ 4:28pm 
sorry i missed this, i didnt get a notification.

A) i thought giving a weight below vanilla values wouldnt allow that to happen, but i didnt think of doing it that way.

B) i hate the RNG so i took the average damage of the vanilla ones and based it of that value, i removed the hidden bonuses of the weapons, so what you see is what you get,
the idea behind the component was to field less ships that do more, i wont be changing the torpedoes will orion though, the idea is that they are practically useless against shielded ships, but will devastate unshielded ones, i will scale down the modifiers but replace with damage via shipsize once orion comes out,
mirarkkthur 18 Oct, 2022 @ 2:41pm 
Originally posted by GENOBEESRAGE:
sorry i missed this, i didnt get a notification.

A) i thought giving a weight below vanilla values wouldnt allow that to happen, but i didnt think of doing it that way.

B) i hate the RNG so i took the average damage of the vanilla ones and based it of that value, i removed the hidden bonuses of the weapons, so what you see is what you get,
the idea behind the component was to field less ships that do more, i wont be changing the torpedoes will orion though, the idea is that they are practically useless against shielded ships, but will devastate unshielded ones, i will scale down the modifiers but replace with damage via shipsize once orion comes out,

Thanks for the reply. Sorry for the delay. I can't wait for the teased weapon revolution, Paradox promised us, even if it forces weapon mods to go over the modifiers and weapon slots again. While I will hate the frigate class, I love the general idea. Not sure if the Update is called Orion. I only know it as 3.6 for now. :steamhappy:
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Showing 1-2 of 2 comments
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