Stellaris

Stellaris

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Amazing Space Battles
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File Size
Posted
Updated
15.170 MB
Oct 2, 2019 @ 6:08am
Feb 8 @ 8:36am
40 Change Notes ( view )

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Amazing Space Battles

In 1 collection by Chickenhunt
Amazing Space Battles Collection
6 items
Description
Compatible with V3.14




This Giant mod combines my previous graphical mods + far more, in order to completely improve the graphics of Stellaris space battles.

It improves the graphics of almost EVERY weapon in the game- adding lots of new custom effects (while staying true to vannilla intentions), improved ship spacing and behavior in battles, adds new EPIC custom explosions, adds missing hit and muzzle effects paradox did not make, Creates custom effects for shield and hull hits + Space Battles are NOT over in seconds.

But above all, this mod makes space battles super fun to watch!





The new custom Titan explosion effect
  • New EPIC explosions for every ship type.
  • New Effects for all Lasers.
  • New Effects for all Kinetic Weapons.
  • New Effects for all Particle Launchers.
  • New Effects for all Missiles.
  • New Effects for all Disruptors.
  • New Effects for all autocannons.
  • New Effects for XL Weapons.
  • New Effects for Titan Weapon.
  • New Effects for anti-fighter - Flakk.
  • New Effects for all weapons when they hit shield or hull.
  • Effects get larger as gun size increases.
  • Improved Fighter behaviour and movement.
  • Slower ship movement during battles.
  • More intelligent ship spacing and behaviour during battles (no more face hugging fleets).
  • Better ship targeting i.e no more entire fleets targeting one ship at a time.
  • Graphical fixes for weapons without hit or muzzle effects.
  • Longer lasting battles


Tip: Press Ctrl+F9 for a cinematic view.

The new weapon effects:



Gamma Laser Firing

New and improved travel-laser effect, for better graphics but also making it easier to distinguish who is shooting who. Added new muzzle and hit effects.



Missile Firing

New missiles graphics with new smoke, exhaust and backblast effects. Added fire explosion and shards on impact.



Titan Laser Firing

New effects for all XL weapons Including adaptive Lightning for arc emitters, Giga cannons Rail gun effect, Particle Lance beams and also this Epic Titan Perdition beam effect.



Neutron Launcher Firing

New and improved effects for particle launchers. Projectile improved to have a spinning-pulsating disk that is larger and far more visible. Added a new muzzle and hit effect to create a feeling of "Impact" and "power" for this high damage late-game weaponry.




Top: Two fleets engaging using kinetic weaponry - Bottom: A Battleship firing autocannons

Kinetic weapon graphics overhauled for more visibilty and color difference. Added different custom hit and muzzle effects for all varients of kinetic weapons. Also added new autocannon graphics for a more "Gatling Gun" look.



Lvl 3 Disruptors Firing

Disruptor graphics overhauled to better embody its description instead of a laser-like "blur".

Vannilla description = "Disruptors fire energy bolts that damage and destroy the molecular bonds holding the target's constituent atoms together. They completely ignore shields and armor and deal base damage directly to the hull."




A fleet defending itself using flak

Added a new FLAK effect for all flak PD weapons (vannilla used the autocannon effect).



Strike-Craft leaving ship carrier-hangars using the new animations

More realistic Strike-craft animations and behaviour. Strike-craft dont perform pirouettes around ships anymore and have better spacing. Improved weapon graphics as well.



A battleship going down

Overhauled improved explosion graphics for every ship type. More and custom pre-explosions before final explosion effect. Improved fire trails and a new lingering debree/sparks effect for the bigger ships.




Please check-out the Amazing Space Battles Collection for all of the Addon mods.

For Medium to High-end PC's
I recommend: More Visible Particles

For Low to Medium-end PC's
I recommend: More Visible Particles (Lite)





Steam Workshop link for the Ironman Version
  • Ironman Compatible: No. (A "trimmed-down" Ironman version is available)
  • Savegame Compatible: Yes.

  • Compatible with mods adding custom ships.
  • Compatible with mods adding custom weapons and other items - altough they may need a patch for adding my gfx onto their weapons, otherwise their items use the vannilla effects.

  • Compatible with Real Space (put ASB higher on the modlist)
  • Compatible with Downscaled ships
  • Compatible with NSC

You dont like the longer battles?
For these specific group of people I recommend: ASB Addon: Shorter Battles

What you need to do if the mod descriptor file is missing or not automatically updating:

1. unsubscribe from mod
2. delete "mods_registry.json" -> User\Documents\Paradox Interactive\Stellaris
3. delete "ugc_1878473679.mod"-> User\Documents\Paradox Interactive\Stellaris\mod
4. subscribe to mod

[discord.gg]

Support the mod:
Hello, if you like the mods that I make and you wish to thank me for my work, you can do so by buying me a coffee :)

I am a engineering student who does this in my free time because I love playing Stellaris, modding and sci-fi. Any and all support is greatly appreciated, Thank you very much!


[www.buymeacoffee.com]
Popular Discussions View All (1)
4
1
Jan 29 @ 8:01am
PINNED: Content Update 3.14 Patch notes
Chickenhunt
2,972 Comments
eWillee 39 minutes ago 
Only the Leviathans get scaled down to 1 power. The other reanimated ships seem to be behaving correctly
MinedMaker 45 minutes ago 
I'v been having an issue for a long time now with ASB where all the ships in my game have no damage and therefore no fleet power.
I think it's caused by an error in how the mod changes damage/armor values causing my ships to have -108% damage or AKA zero damage. I'm running 3.14 with a lot of mods so it could be a conflict, but switching to ASB Ironman Mode solved my problem. ¯\_(ツ)_/¯
Chickenhunt  [author] Feb 10 @ 12:04pm 
@[TFJA] DJL66 Yes, it is compatible with the NSC mod
[TFJA] DJL66 Feb 10 @ 10:34am 
just going to ask as my friend really wants us to add this mod to our modlist is this compatible with NSC? or should I use the just graphical version of the mod?
Chickenhunt  [author] Feb 10 @ 9:39am 
@maseren Asb scripts were only slightly changed so you wont see any changes in power. In fact, if you do, it would be slightly lower. If you turned on Asb mid-save then yes after one ingame year Asb scripts will activate and you will see an increase to ALL power, player and ai. These scripts increases battle length
maseren Feb 10 @ 9:04am 
hey there! amazing mod, that said, your latest update, did it do anything at all to change the power of certain weapons?? the overall power of my fleets has increased quite a bit and i'm unsure why. It seems to have affected other ships too. Only updated mods are: The Merger of Rules, Amazing space battles and Archaeology story pack
Lex Feb 10 @ 1:17am 
oop, only just saw it says "Compatible with downscaled ships" my bad
Lex Feb 10 @ 1:13am 
Alright thank you, gonna give it a try
Chickenhunt  [author] Feb 9 @ 2:54pm 
@Markey simplified: It will move up the range from the swarm till carrier
Chickenhunt  [author] Feb 9 @ 2:53pm 
@Lex Its gonna work fine. But yeah if you downscale ships it wont downscale the effects with it but it will probably still look very nice