Stellaris

Stellaris

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Star Wars Weapons and Ship Components 3.12
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Mar 30, 2023 @ 9:52am
May 7 @ 11:11am
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Star Wars Weapons and Ship Components 3.12

Description
Designed to be a spiritual successor to Star Wars Weapons Legacy, Star Wars Weapons and Ship Components is an entirely re-imagined version of that mod with the intent of being more vanilla and compatibility friendly while bringing the authentic sounds and projectile effects for the Star Wars weapons we all know and love. In particular, technology progression for unlocking new weapons in this mod is much similar to that of weapon tiers found in vanilla Stellaris and I have also taken the time to create new icons for all the ship components available here.

Getting Started:

Once you start a new game, visit your edicts menu where you will find 5 edicts that you can pick between allowing your to choose the color of your laser and turbolaser weaponry. Upon picking, you will be provided with the technologies that unlock the tier 1 equivalent of laser-cannons, ion-cannons, and concussion missiles and progression can continue from there.

Alternately, there are also 5 species traits available in the empire creation screen each corresponding to the colors available in this mod. As of right now, this is a way to pre-select your color instead of the in-game edict choices and also allows for custom AI empires that are force spawned to make use of these weapons as well. The AI will never randomly generate with these traits.

As was stated, as of right now there are 5 different colors (Red, Blue, Green, Purple and Yellow) that can be picked. However, If there is any major interest in adding additional colors I would more than willing to do so. Let me know if that is the case!


Weapons:

As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated.

Laser-Cannon ( Small / Medium )
- Anti-Armor and Anti-Hull energy weapon

Ion-Cannon ( Small / Medium / Large )
- Anti-Shield energy weapon

Concussion Missile ( Small )
- Short-to-medium range explosive weapon

Assault Concussion Missile ( Medium )
- Ultra Long Distance explosive weapon

Turbolaser ( Medium / Large )
- Anti-Armor and Anti-Hull energy weapon
- Higher damage than the laser-cannon but uses more ship power

Quad-Turbolaser ( Large )
- Basically fits 2x Large Turbolasers on one L-Slot
- Best used if extra ship power is available

Octuple-Turbolaser ( Large )
- Like the Quad-Turbolaser, fits 4x Large Turbolasers on one L-Slot
- Best used if extra ship power is available

Ultraheavy Turbolaser ( Extra Large )
- Anti-Armor and Anti-Hull XL-Slot energy weapon

Ultraheavy Ion-Cannon ( Extra Large )
- Anti-Shield XL-Slot energy weapon

Axial Superlaser ( Titanic )
- Star Wars styled alternative to the vanilla Perdition Beam

PD Laser-Cannon ( Point Defense )
- Rapid-fire laser cannon, good against missiles, less so against strike-craft

Anti-Aircraft Turbolaser ( Point Defense )
- Rapid-fire turbolaser, good against strike-craft, less so against missiles

Flak-Gun Battery ( Point Defense )
- An alternative kinetic weapon with damage similar to that of a medium gun
- Can shoot down strike-craft but will not shoot down missiles

Proton Bombs ( Small )
- Ultra-Close Range explosive weapon that deals massive damage but highly limited by it's reload time

Proton Torpedo ( G-Slot )
- Close Range explosive weapon that has high shield penetration and armor / hull damage

Ion-Pulse Missile ( G-Slot )
- Ultra Long Range explosive weapon that function similar to the Ion Cannon


Ship Components:

As a sidenote here, many of the more powerful ship components added by this mod have high power consumption meant to help balance them out, if you equip these on a ship then be prepared to sacrifice it's shields and weapon systems.

Astromech Bay
- A cheap and early alternative to regenerative-tissue
- Repairs ship hull and armor

Escape Pod Hunters
- Creates an Aura that slightly reduces the performance of enemy ships

Long-Range Scanner
- Gives ships a major sensor range boost

Missile Jamming Field
- An extremely expensive and high ship-power component
- Makes all enemy missile weapons ineffective

Gravity Well Generator
- An extremely expensive and high ship-power component
- Completely prevents enemy ships from going emergency FTL
- Though due to Stellaris mechanics it won't prevent a retreat

Tractor Beam Projector
- Creates an Aura that greatly reduces the speed and evasion of enemy ships


Planetary Buildings:

A couple of military related Star Wars themed buildings have been added which are sure to find some good use! Note that all these structures are military buildings and each of them will provide at least one soldier job to the planet.

Hypervelocity Gun
- Fleets bombarding planets with this structure will be shot down
- Works the same way as the Paluush shield from Gigastructures

Communications Outpost
- Adds a significant amount of sensor range from this planet

Planetary Turbolaser Network
- Adds a couple of defensive and stability buffs to the planet


Submods, Addons and Compatibility:

Star Wars Weapons - Funnel's Additions (by FunnelVortex)
An expansion to this mod that adds more weapon and components from the Star Wars universe such as Buzz Droids, SPHA-T Cannons and more!

Patch for Real Space Ships in Scaling (by Lolek_ups)
For compatibility between this mod and Real Space System Scale.

Patch for Real Space Ships in Scaling and Funnel's Additions (by Lolek_ups)
For additional compatibility between FunnelVortex's submod and Real Space System Scale.

Chinese Translation (by 卡尔文迪斯梅特)
Use this if you are playing the game in Simplified Chinese.


Frequently Asked Questions:

How balanced are the weapons vs. those in vanilla?

Answer: I have done my upmost best and plenty of my own test games to ensure that everything added in this mod are balanced in comparison to their vanilla Stellaris counterparts. Still, if something seems too weak or too powerful, please let me know!

Will the AI Empires use these weapons?

They will never have access to these weapons unless you force-spawn an empire whose main species uses one of the traits as stated above. The AI does not have access to the edicts and the technologies for these weapons cannot be reverse engineered.

Is this mod Achievement Compatible?

Answer: No...

Is there compatibility with Downscaled Ships, Real Space System Scale, or any other scaling mod?

Answer: This will have to be done by someone willing to make a compatibility patch as I personally don't have interest in ship scaling mods.


Credits:

A major thank you to Elratie for giving me permission to make use of the Star Wars Weapons Legacy mod as a base for this mod's development. Most of the stuff used from that mod were the sounds, projectile meshes and some of the localisation everything else here was redone by me. For the stuff that was used from the legacy mod, the original authors were:

- Laser Mesh and Textures are from Jeronimo and Megabalta
- Particle Textures are from Jeroenimo´s Remake Mod for Star Wars Empire at War
- Octuple and Quadlaser sounds from Jeroenimo´s Remake Mod for Star Wars Empire at War
- Sounds from Star Wars Empire at War (Petroglyph) and Star Wars Battlefront (DICE Games)
253 Comments
TotallyZoe May 13 @ 1:43pm 
What shipset is in the 5th screenshot if you know?
brandonmoran1999 May 9 @ 9:27am 
is this nsc3 compatable
Bishotron Apr 30 @ 12:33pm 
Man still trying to figure out why its not working, its got to be another mod, but no idea which one
ChipopHQ Apr 30 @ 8:18am 
Oh. Alright. But thank you for answering my questions.
Superior General Delvardus  [author] Apr 30 @ 8:15am 
@ChipopHQ
I don't really feel like there is any real need for me to do that and even if I wanted to it would be rather complicated. Legends of the Old Republic has it's own line of ship classes like NSC does anyways as most total conversion mods do.
ChipopHQ Apr 29 @ 8:59pm 
Oh. Alright. But one last question. Will it be possible to make an NSC3 patch with Legacy of the Old Republic? (If you think not, then that's Ok. I am just curious.)
Superior General Delvardus  [author] Apr 29 @ 8:10pm 
@ChipopHQ
I mean if you really want to try it go ahead (the worst that can happen is a game crash or the mod simply refusing to work). It is just that total conversion mods like Legends of the Old Republic don't usually play nice with mods like this.
ChipopHQ Apr 29 @ 7:36pm 
@Superior General Delvardus
But what about components from this mod that does not have counterparts in Legacy of the Old Republic, like the Axial Superlaser?
Superior General Delvardus  [author] Apr 29 @ 3:31pm 
@The_Irish_Fox
Yea, I know about this. I am trying to figure out a solution but Stellaris really likes to un-render small objects when zoomed out.
The_Irish_Fox Apr 29 @ 7:19am 
The lasers seem to work great but the effects become quickly muted and I can't see them during a battle, I don't have any weapon-altering mods installed besides this one.