Stellaris

Stellaris

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BetterArcheotech
   
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Nov 22, 2023 @ 1:05pm
Jan 18 @ 5:40pm
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BetterArcheotech

Description
V1.0
V1.1 - Update to 3.10.1 Patch
V1.2 - Bug fix nano missle, buffed tracking for Ancient Macro Batteries to be more inline with standard kinetic.
V1.3 - Update to 3.12.5 & Buffed Ancient Suspension Field to Level 5 shields per user request.
V1.4 Latest Patch borked the mod a bit, this should fix it. I can confirm the 0 damage bug/endless combat is fixed.
V1.5 Archeo Missiles upgraded.

MAGA - Making ArcheoTech Great Again.

Ups the tier of Archeoweapons and armor to T5 instead of t3. Enjoy

You're still gated by the amount of Minor artifacts, so the items might as well be powerful.

If you're needing a few more artifacts... try my other mod!

https://steamcommunity.com/sharedfiles/filedetails/?id=3093326895

Please note this only changes the ArcheoArmor, and regular size ship up to and including battleship weapons. Titan+ weapons stay the same as I felt they were strong enough already.

Shoutout to CrossBlue for getting me into the game!
34 Comments
thanatos May 8 @ 8:15pm 
No worries, thank you for creating this mod, it's really good, I would like to ask you one thing if you ever decide to rewrite your mod, would it be possible to put the titan's weapon at 150 range please? 120 range is really too tight especially when you come across flesh armored ships with 4 type x weapon slots
Scolias  [author] May 8 @ 6:51pm 
Yeah I'm probably going to have to rewrite all my mods for the new update. I might just make new versions, haven't decided yet. I'll get to it soon
thanatos May 7 @ 10:07pm 
Hello, I would like to inform you that your mode breaks the new biological weapons of the new ships, reducing their damage to 1 point with a range of 0. Have a good day :)
Dovakim Jan 31 @ 6:54pm 
thx. can you make a change list?
Scolias  [author] Jan 19 @ 10:02am 
@perl yeah this was like my first mod ever for this game. I might redo the whole thing eventually I've learned a few things since then
perl Jan 18 @ 8:40pm 
I took a look at the files to see why it was breaking compatibility with ESC and ACOT. It seems that you overwrite all vanilla components along with your mod. You don't actually need to do this, if you only include the archeotech components in your file and rename the file to something else (betterarcheotech.txt) it'll work better
perl Jan 18 @ 8:18pm 
Great work
Scolias  [author] Jan 18 @ 5:41pm 
Archeo Missiles upgraded. Overall damage is slightly above T5, damage per strike is much lower but the fire rate is much higher.
Cúchulainn Jan 15 @ 9:17pm 
I dont think this requires an update, but not sure totally!
odoniel Jan 7 @ 1:16pm 
Yep Nano missiles are T3 the rest seems to work.