Stellaris

Stellaris

Star Wars Weapons for Legacy version 1.9
 This topic has been pinned, so it's probably important
Elratie  [developer] 18 Sep, 2016 @ 8:40am
Balance/ idea suggestions
Put balance and ideas in here!
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Showing 1-15 of 140 comments
GarGhuul 20 Sep, 2016 @ 4:33pm 
An alternative may be to add an on_game_start event prompt that then gives the options of which colour the player wants, using something along the lines of
owner = { give_tech = blaster_blue }
...I think. Last I checked give_tech is what the anomaly which outright gives you a Terraforming tech uses. I've had more luck with add_research_option, but I'm not very good at this to begin with. Then have the colour tech be a requirement for the rest of the chain. Since having one colour tech disables research of the others, leaving them all in the tech pool would still allow the AI to research the chain.


I would also suggest that the point-defence modules be moved to the Light Turbolaser tech, I spent an hour or so disabling mods and restarting to try and figure out why they wern't showing up in the ship designer after I researched Ship Sized Blasters.

Update: Okay, after playing a bit further it seems for some reason the point-defence turbolaser modules show up in the mentioned tech even though it doesn't unlock them. The actual Basic Turbolaser Point Defence tech lists a bunch of modules (mk I, mk II, etc) which is also how they show up in Ship-Sized Blasters. Not sure if it's just me. I had initially thought you had rigged it so when I researched vanilla point defences later the turbolaser version would pop up in the ship-designer.

Wondering if there will be Proton torpedoes and Concussion Missles. IIRC, Proton is Star Wars. Photon is Star Trek. Or I could have those reversed, nerd habits die hard but my memory isn't so good anymore. My Star Wars tech geek is at least a decade or so out of date, what with Ret-cons so... yeah.
Last edited by GarGhuul; 20 Sep, 2016 @ 9:11pm
Elratie  [developer] 21 Sep, 2016 @ 7:10am 
@GarGhuul "tech_administrative_ai" "tech_light_turbo" are the prerequisites for defence turbo first tech and the reason you see it in one tech is a Stellaris thing, you cant actually change it (atleast i dont know how).

hrm to use a event for color choosing could work but i think it will always fire if something is changed and could brake savegame if you choose another but the old color is still used (just a guess).

The Colors are already a prerequisites for getting all the component modules and making the color as starting point for the chain would require much more time on coding since you would need to do far more techs for it.
Last edited by Elratie; 21 Sep, 2016 @ 7:10am
GarGhuul 21 Sep, 2016 @ 11:16am 
I see. and since they're retooling weapons and such in 1.3 anyways... I feel for ya. Very nice mod though, bringing the "pew pew" factor back to fleet battles.
Last edited by GarGhuul; 21 Sep, 2016 @ 11:17am
Elratie  [developer] 21 Sep, 2016 @ 12:21pm 
thanks, yeah eager to see what they will change all
lionheartrmsy 4 Oct, 2016 @ 5:47am 
Can you make it so the smaller turbolasers and ion cannons can only go in small slots while the medium and large turbolasers/ioncannons can only go in the medium and heavy slots?
Elratie  [developer] 4 Oct, 2016 @ 6:39am 
@lionheartrmsy Why and for what reason? they are only named after that for a kind of progression feeling, you dont find much on Turboweapon names or atleast i didn´t.
Last edited by Elratie; 4 Oct, 2016 @ 6:39am
Salty Slothy 4 Oct, 2016 @ 1:32pm 
Hey have you considered making other Star Wars weapons such as mass drivers (they're kinda different than what you see in stellaris) concussion missiles, proton torpedoes, hyper velocity guns, SPHAT, and tractor beams?
Elratie  [developer] 5 Oct, 2016 @ 7:52am 
nope not really
Salty Slothy 5 Oct, 2016 @ 9:27am 
I think there's some room for them in the game but that's just me. The turbo laser mod is excellently done and I'd love to see what else you could do.
Elratie  [developer] 5 Oct, 2016 @ 9:51am 
right now i am working on particle effects, i wish there would be a guide on how to do this, i wanted to add later concussion missles and Proton Torpedos, cant really work on new ship meshes since i need to know if opacity maps work in Stellaris, what i tried so far isn´t working
Salty Slothy 5 Oct, 2016 @ 9:53am 
Originally posted by Elratie:
right now i am working on particle effects, i wish there would be a guide on how to do this, i wanted to add later concussion missles and Proton Torpedos, cant really work on new ship meshes since i need to know if opacity maps work in Stellaris, what i tried so far isn´t working
I think the turbo laser effects are spot on honestly. Or are you working on something different?
Elratie  [developer] 5 Oct, 2016 @ 9:56am 
there is too much smoke, i did already made a one that i like but i think there can be more done on this and of course replacing the fire trails from missles and hit effects
Salty Slothy 5 Oct, 2016 @ 9:59am 
Originally posted by Elratie:
there is too much smoke, i did already made a one that i like but i think there can be more done on this and of course replacing the fire trails from missles and hit effects
I don't mind the smoke. It looks like venting atmosphere and cast off from explosions. It might be possible to just reduce the size of the particle effect itself.
As for the contrails I believe the fighter solid line contrail they have would work well for the concussions as they produce just a simple blue contrail as they fly.
Proton torpedoes don't actually have a contrail. It's more like a fireball in look. A red plasma shot would work well
Elratie  [developer] 5 Oct, 2016 @ 10:04am 
Maybe will see when i am at that
Salty Slothy 5 Oct, 2016 @ 10:05am 
Originally posted by Elratie:
Maybe will see when i am at that
No worries just trying to throw what little experience of modding I have out there. I did some basic work with dawn of the reapers for sins of a solar empire. Mostly balancing but I started to learn strings.
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