Stellaris

Stellaris

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Less unwanted Techs
   
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May 17, 2016 @ 3:10am
Jul 15, 2016 @ 1:50am
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Less unwanted Techs

Description
Hi Folks.
I personaly dont like if Games force me to do things i dont want to do, like picking the cheapest unwanted Weapon tech just because i have no other Options.

This happens quite often and is unnecessary in my opinnion.

Thats why i resorted the Weapontechs a little.

If you want to see ANY tech of a Category( Energy, Kinetic, Missle) you need to research the Tier 1 Base Tech of that Category first.

This reduces the amount of unwanted Weapon Techs you see each time, without limit your abilty to spread in different categories if you like. (base techs are cheap)

Example:

If you picked Missiles at Race creation, you wont see Plasma, Disruptor or Autocannon.
If you choosed Energy, you wont see Torpedos or Autocannons.

The repeatable Tech for each weapon Group is unlocked at Lvl 3 Lasers, Kinetic or Missiles so you wont see them aswell, even if you where forced to pick some unwanted T1 Tech.

Feel free to comment.
17 Comments
ᛋᚺᛁᚾᛟᛒᛁ Oct 30, 2016 @ 8:31pm 
This could use a update
💖 Officer Hotpants 💖 Sep 9, 2016 @ 3:48pm 
Good ideas. I particularly like the weapon damage & RoF upgrades being something you unlock after researching all of the the weapons they upgrade. Aside from getting them out of the way when you have more useful things to research it also makes more sense. I mean how are you improving upon designs for weapons you haven't even conceived of yet? That would be like a modern knife company improving upon the design of a lightsaber -- they may both be melee weapons but they're NOT the same.
ghsmith Jul 7, 2016 @ 10:43am 
China developed their J-20 stealth fighter using stolen classified documents detailing the technology behind the F-35 Lightning. They did not have to start all the way back at "Tier 1" they just built on what others had already done. That's how it works in the real world, samething here in the game. You fight a Crystaline Entity, you get the Green Shard Thrower, you study it, you use it; you don't have to go all the way back to Laser Defense Module - Red Laser or whatever.
Coffeecool  [author] Jun 13, 2016 @ 1:54pm 
yes
Dreadnaught Jun 12, 2016 @ 10:41am 
Is this compatible with 1.1?
Kira May 17, 2016 @ 2:52pm 
Yea I knew about that tech, there is just no options for missile or energy focuses builds.
Flack requires Autocannon > Ripper > Flak 1 > Flak 2.
Not much we can do about it really, gotta wait on more mods and patches.
Coffeecool  [author] May 17, 2016 @ 2:04pm 
@Kira You can get the Flak Battery later on, its a Kinetic Antimissile and Antifighter Weapon.
Oh and its strong enough to count as Anti Corvette too ;)
Frimi_2 May 17, 2016 @ 2:03pm 
:steamhappy::steamhappy::steamhappy::steamhappy::steamhappy:
Coffeecool  [author] May 17, 2016 @ 2:02pm 
I just changed the first "advanced" techs, that would normaly have no special Prrequiste.
Kira May 17, 2016 @ 2:02pm 
Interesting, I guess that makes sense.
Would be nice to get anti missile tech for each of the 3 weapon types, but that will probably take quite a bit of work to mod in.