Stellaris

Stellaris

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Fixed Turrets
   
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Feb 16, 2017 @ 12:52am
Dec 18, 2018 @ 4:41pm
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Fixed Turrets

Description
2.2 changed component resource requirement. Pre 2.2 version now available Fixed Turrets 2.1

2.0 changed missile slots, pre-2.0 version now available Fixed Turrets 1.9

Over 50 subs. Thank you very much, I hope everyone using it is enjoying the little detail it does.

155 subs, Im glad it is getting use out there ^-^

Works with 1.6.*
Works with 1.8.*
Works with 2.1.*
Should work with any version of the game above 2.0 so long as they do not change anything underhood. Oh look at that they did :p
Works with 2.2.*


TL:DR
Fixes broken turret placement (including in New Ship Classes and Realistic Ships)
Changes most turrets to their species single barreled version (double barreled for most launchers)
Changes Autocannons to pd turrets (look more autocannony) and Energy Torpedos to Launchers
Shrinks PD turrets slightly
Enlarges Artillery Turrets to look at least somewhat different than standard Driver Turrets.

Edit 3/9/2017 7:25 AM:
Works for all vanilla ship turrets and plantoid turrets.
Any Dlc shipsets created will be included as well after I purchase them as im unsure weather or not modifying them w/o owning the dlc would be ok or not.

Custom Shipset compatability:
Works with Guilli's Plantoid Ship Graphics Pack by request.
Works with Dukhat's MCRN Reptilian Ships by request.

TL:DR Ends here. Rest of the description below for those who dare read on.



Combat in Stellaris, while lacking in tactics, is rather entertaining to watch.

If you like to watch the combat that is. But if you stare into the void the void stares back and then you relize that the double barreled cannon always fires out of just one of the barrels.

Or how small missile turrets look like they should act more like rocket pods instead of firing a single missile.

I really like the different looks to the different sizes of turrets. But once I noticed that issue I decided to mod it out and upload it for anyone else that decides they dont like how it looks to.

I would much rather get each barrel to fire a shot and change missiles to fire in bursts but I lack the knowledge of how or if either of those are possible.

So heres my bandaid fix for that.

Other things ive done in this mod:
Set Autocannons to use enlarged Point Defense Turrets because they look like miniguns.

Set Energy Torpedos to be fired from Missile Turrets (it is still just a missile)

Enlarged Kinetic Artillery to be a bigger turret than regular large drivers.

Shrunk pd turrets slightly

Fixed Large Turrets position on Fungoid Battleship Bow

Fixed a Small Turrets position on Arthropoid Battleship Bow

Fixed a Large Turrets position on a Mammalian Cruiser Bow (seriously? 3 bow issues?)

Fixes for the above issues are also applied if using New Ship Classes (although interetingly Fungoids where already
taken care of)

Fixes also applied to Realistic Ships

I was going to fix up some turrets on titans in ISB DD but cant tell if some locations are a mistake or if the maker wanted them there so left it alone.

I was going to fix up the turrets on custom ship colors (like Dark Mammalian) but there is such a huge number of them.

If you request for me to fix the turret position and sizes for a certain/s custom ship color set then I will (probably) do it so request away.

Side notes:
Missiles still dont look very "right" considering most of them with exception of fungoid are dual launchers with a missile coming out of the middle instead of either of the missiles. But I didnt want to make everything just a single turret.

Reptilians and Molluscoids actually use the large version of their turrets instead of the small as they tend to loose barrels as they go.

Fungoids use upscaled Small Missile Turrets instead of large since their small turret is the only missile turret in the game that makes sense with a single rocket in the middle. Either the different missile turrets should launch missiles differently or all missile turrets should be redesigned with this in mind. IMO

Arthropoids Non Missile Turrets where left alone as they go up in size with a single barrel. Either the multibarreled turrets should fire out of each barrel or all turrets should be redesigned with this in mind. IMO

There is also a "Lite" version of this mod that just fixes the 4 turret positions and leaves turret sizes and looks alone for those of you who mind enough to want your turrets in the correct spot but dont want to loose the variation in size looks/dont mind seeing the Left Cannon of a double barreled cannon fire over and over and over again lol.

Subscribe to the Lite Version here Fixed Turret Lite

Please notifiy me of any compatability issue although I would expect there not to be any. Although to get the Autocannons and Artillery to use their "enhanced" models I did have to alter the whole of the 00_weapons_projectile.txt. While I dont see why any other mod that does the same would conflict in a way that it crashes, it is possible for mine to overwrite theirs and remove their changes or theirs to overwrite mine and revert the 2 "enhancements" back to normal.

Unless Paradox fixes these issues themselfs (either redoing the weapon effects or remaking all turrets to be single barreled) then this should always be compatabile. I figure this would technically still be compatabile in the "not cause crash" way though. Just then you would have weapon effects coming from no where and/or old turret designs replacing newer better ones.
120 Comments
pipo.p Oct 1, 2020 @ 3:41pm 
3) Guided weapons: Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger than a S-Turret. Isn't it odd that torpedoes are smaller than missiles? Swarm missiles uses the usual, large x8 launcher, and I guess this is intended (that means that torpedo launchers a smaller than swarm missile launchers too).
pipo.p Oct 1, 2020 @ 3:41pm 
I tested with Humanoid shipset, only from the Ship Designer View. I don't know if you have the DLC. If you don't, then know that turrets work nearly as intended. However, here are a few features that I don't find in the changelog:

1) There's definitively an issue with FLAK: with "Hide obsolete techs" selected, T2 FLAK appears along with T3 Guardian and T3 FLAK. Moreover, if T1 and T2 FLAK use a reduced tribarrel L-Turret, T3 FLAK uses the normal monobarrel S-Turret. In game, I could also see that in a AI fleet with all upgrade (to T5), FLAK had T2 icons!

2) Mining Drone Laser turret and Energy Syphon turret use the sale reduced monobarrel S-Turret (the size of a P-Turret?). Moreover, M-Size Mining Drone Laser use the same turret as S-Size Mining Drone Laser. Perhaps this is intended, but there could be a difference between S and M lasers.
Cephalon Sithalo  [author] Sep 30, 2020 @ 5:32pm 
Hope you like it :)

Smaller turrets look more fitting to me. It varies by type I suppose.

True but how the 3 turret sizes looked it seemed like they where going for something that would be 3 different effects. But since all effects are the same I choose the bigger one.
pipo.p Sep 30, 2020 @ 2:43pm 
I'm going to try this one.

- Did you fix the PD energy turret looking like a smaller S-slot instead of a FLAK turret?

- About missile launchers looking like MRL, there could be a good reason: reloading time. Like, fire only one tube, and have the others ready. By the time you fire the remaining tubes, first one is reloaded (plus a security margin, meaning you need more tubes.
Cephalon Sithalo  [author] Oct 26, 2019 @ 8:29am 
Probably not. I read that mods made for 2.4+ dont work for lower versions. Idk if thats true or not though.
Before Elysium Oct 26, 2019 @ 12:11am 
Will you update this?? :)
Emrakul Apr 9, 2019 @ 2:02pm 
i understand, and i probably oversold it a bit. thank you for your response though, and ill go and check out fixed turrets lite. thanks :steamhappy:
Cephalon Sithalo  [author] Apr 9, 2019 @ 8:40am 
Also if you look into doing it I will be happy to explain any issues that you may have. Either here or on discord whichever you would prefer :LotusFlower:
Cephalon Sithalo  [author] Apr 9, 2019 @ 8:39am 
Setting Locators onto ship models is pretty much my least favorite thing to do tbh lol.

I looked into ur comment and the author did react reasonably well. I expected (____) levels of reaction when you put it that way lol.

You asked how easy it would be and they gave you a non hostile explanation lol.

I agree with them mostly. Although I wouldnt say its difficult really. Time consuming though incredibly.

I dont think its something I would get around to anytime soon but what I would recommend doing is checking out my Fixed Turrets Lite and using that to learn how to add the locators proper.

It doesnt take very much programming knowledge but it is fairly time consuming.

And if you never get anything out of it then I may look into such a thing. But it would be at a much later date.

I dont mind being known as a modder who makes compatibility patches but id rather not be known as a modder that people come to for their turret fixes :LotusFlower:
Emrakul Apr 9, 2019 @ 8:02am 
hey there, i don't know if you're still doing mods and patches for stellaris, or interested in requests, but there are some realy nice mass effect NSC shipsets that i have a hard time using because the weapons spawn points are all in the center of the model, which is very very immersion breaking for me. it would be really cool if you could update this to fix that as the author of those mods didn't react very well to me masking them about it, and i don't know how to do it myself (though if you know about any tutorials, i would be willing to) even if it was just putting the turret locators at the front of the model or a couple of wingtips or something; frankly just anything to make it look like these ships have guns rather than being 3D models spawning particle effects inside them XD. fair warning i think they are about to release an update for it to add more ships.