Stellaris

Stellaris

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Additional Vanilla Weapons Revived
   
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File Size
Posted
Updated
3.733 MB
Mar 4 @ 3:49pm
May 12 @ 7:17am
11 Change Notes ( view )

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Additional Vanilla Weapons Revived

Description
Welcome to the revival of the ever popular Additional Vanilla Weapons! Originally created by the great Sam_, it has been kept alive by the community since Sam_'s disappearance. This overhaul was started from the 3.10 files uploaded by Anarchy.

What is this mod? What does it do? Sam_ would say....
Originally posted by Sam_:
This mod adds 62 new weapons to extend the vanilla weapon tree, with the aim of doubling the number of weapons and technologies in a way that is vanilla friendly. Simply the same weapons in the base game, times two. It adds additional tiers beyond what the base game has, now with 10 tiers of laser, mass driver and missiles.

About
Most weapon sets have been doubled, except Kinetic Artillery, Mass Accelerators and Energy Lances which have 7 tiers instead of 2. The tech cost for each technology in this mod increases exponentially, instead of linearly as the base game does, making the final 10th tier a significant task to research even during end game.

If you play Stellaris like me, you always go for a technological ascendancy, producing as much research as possible. That means by the start of mid-game you have reached the final tier of lasers or mass drivers and you will spend the rest of the game watching the more primitive empires catch up to you. In reality a highly advanced society focused on technology would continue to advance without limits.

With this mod you can continue to advance until end game, way beyond the capabilities of even the Fallen Empires.

Changes
  • Adds 62 new components
  • Adds 62 new technologies

Balance
  • This mod has received a general balance pass, following vanilla ratios and values. Be aware, if you have used the original version of this mod, you will notice a MASSIVE difference.
  • All weapons have had their proper damage profiles and fire rates corrected to vanilla levels.
  • Added Medium and Large Auto-Cannons to complete the sets.

Compatibility
This mod overwrites vanilla icons.
This mod is NOT achievement compatible.

Notes
  • Technology Tier 7 unlock is set to "previously_unlocked = 3" for compatibility concerns with Additional Vanilla Components Revived.


Patches
Coming Soon™
We'll see what else I, or one of you fine people, get around to making a patch for.

Known Issues
  • Ship Auto Upgrading does not work correctly with the components in this mod. You need to manually replace the final tier of vanilla components with the first tier of components from this mod before standard upgrade behavior resumes. This can only be resolved by editing vanilla files, and not something I am willing to do for this particular mod. Beyond the preexisting icons of course.
  • Phase Lightning may be a bit on the low end of tuning.
  • Files need better formatting. Ongoing progress...
  • AI goes HAM with added weapons. You may notice AI empires go from normal to OMGWTFBBQ levels of guns on their fits. It's an AI weight thing. Going to leave it for now, as they DO use the new items. Just a little silly when they first get one.

Localisation
  • None currently.


Don't forget to checkout the companion mod:
61 Comments
Smug Saber May 18 @ 10:52am 
Hi,
Thanks for the work, more weapons / components is always fun
(the ASB patch too)

My question is about tier progression
Is there a way to make it so the new tiers override the vanilla, rather than having them as separate listings? For both this and the components, it seems redundant to have both and makes it feel less 'vanilla' if that makes sense. (Also no idea how the AI chooses between them)
Hellshiver  [author] May 18 @ 8:16am 
I'll think on it. As they're percent based, they natural scale with component improvements. An idea to consider, for sure!
{!} May 17 @ 7:59am 
any chance you can add upgraded titan auras too? :D
Albino Blacky May 17 @ 4:09am 
Thank you, I will try it out on my next run, since I'm currently running NSC3 and it might fub up the run :)
Hellshiver  [author] May 16 @ 4:36am 
Albino Blacky
1: It does not yet. I intend to make an Archeo add-on, but haven't gotten to it yet.
2: Yes, you can install mid-save. Shouldn't be any issues. Shouldn't. <.<

fossma95
Yes, but it requires editing the techs or components to block AI from them. Not "hard", but time consuming. As for this mod, that doesn't really fit the theme. Feel free to give it a try, by adding "potential = { NOT = { is_ai } } " or something similar to each tech template!
fossma95 May 15 @ 4:44pm 
is it possible to make it so the AI nations cant get the upgrades but i still have access?
Albino Blacky May 15 @ 6:49am 
Hello two questions,

1 - Does this add archaeo weapon tiers?
2 - Can this be installed mid save?

Thank you !
Hellshiver  [author] May 15 @ 4:52am 
Sort of.

This mod will work correct, in the weapons will show and act as they would without RS-SiS. However, I believe RS-SiS modifies the vanilla weapons (see comment section currently). Any changes made to them for it's balance with the larger scale systems won't be reflected in AVWR's stats and can cause unbalanced situations.
SpeCt3r1995 May 14 @ 12:35pm 
Will this work with Real Space - Ships in Scaling?
Hellshiver  [author] May 14 @ 4:12am 
I do not know. The files only had the English localization when I started updating them.