Stellaris

Stellaris

SciFi Series Tech
37 Comments
WAFFEL E100 Oct 9 @ 2:46pm 
i see. can you at least disable the things that are incompatible with newer versions so it works untill then? planet buildings, civics and other things that affect planets and their populations are probabley the only big things preventing the mod from still being usable rn
Robinxen  [author] Oct 9 @ 1:32pm 
It's discontinued (for now) since the combat overhaul fixes took me longer than I planned, and two DLC came out in that time which I still haven't gotten. Not to mention the other DLC that have also released since, which is too much content for me currently to start adjusting things to reflect the new gameplay balance. If I ever get back into Stellaris fully again and get all the new DLCs then you can expect to see updates return.
WAFFEL E100 Oct 9 @ 10:19am 
is this discontinued or will it ever be updated?
WAFFEL E100 Oct 9 @ 9:30am 
does this mod still work after 4.0?
Beast-Storm Oct 4, 2023 @ 7:49pm 
If you update please make this a legacy version
Sunconure11 Apr 29, 2023 @ 7:33am 
When you work on this more, could you allow parts from this mod to upgrade automatically, as you research newer and newer versions of them?
Robinxen  [author] Oct 21, 2022 @ 12:27pm 
Finally uploaded the last update before the combat overhaul! This update was huge because I finally got to work on some civics, which was a lot of fun. There won't be any activity for a while on this mod, as I will be waiting for the official release of the new combat numbers in order to start balancing the weapons and preserving the vanilla flavour of this mod as best I can. (This does likely mean the PPC will be getting a nerf)

I'm not sure what specifics this will entail, as several weapons will need adjustments.
Robinxen  [author] Sep 23, 2022 @ 9:49am 
@GlitchFling108 Nothing in it currently (should) be broken so it can still be used as-is. I will be releasing an update for it later today hopefully, the new update for my Ancient Mining Drones side mod is just taking longer to iron out than I originally intended and I want to upload both together.
GlitchFling108 Sep 23, 2022 @ 3:02am 
Update for 3.5?
Robinxen  [author] Aug 14, 2022 @ 2:50pm 
@Lesovikk The probe simply has a +1 sensor modifier, allowing it to see one system ahead at all times. This lets you reveal adjacent systems without sending a science ship inside.
Sunconure11 Aug 14, 2022 @ 1:17am 
Can you post a tutorial on how to use the probe properly?
Safari Mesh Jul 25, 2022 @ 8:06pm 
brilliant mod, great work
Robinxen  [author] Jun 24, 2022 @ 8:28pm 
I really need to take some proper screenshots of the content to do a showcase now that there's more variety, will probably do that over the weekend.

@the 15th dalai lama kreanosaurus It'll be easier to just grab one of the Armageddon Bombardment stance mods already over the workshop! Best I could do is rename it.
the 15th dalai lama kreanosaurus Jun 24, 2022 @ 3:54pm 
exterminatus.
i want to commit genocide.
pls add ;D
Robinxen  [author] Jun 20, 2022 @ 12:26pm 
@MarMarBunBun YT You did give me an interesting idea, so I tried it out with the Orbital Bombardment Particle Cannon but sadly it seems like Stellaris does not work well with you giving weapon component modifiers. Otherwise I thought it'd be interesting to give an orbital damage bonus from the weapon itself. I'll have a look with implementing it a different way potentially.
MarMarBunBun YT Jun 15, 2022 @ 2:46am 
Maybe you could add ion cannons from star wars, normally they only stun a ship and deal damage to shields. They could be interesting and there's also the experimental weapons from the onager class star destroyer which are meant to target planetary shields but can be quite deadly in ship to ship combat
That Old Jake Guy Jun 12, 2022 @ 2:45pm 
Aha! Another mod I didn't know I wanted
Robinxen  [author] May 20, 2022 @ 8:37am 
@Panther ausf.G I currently have some ideas for the Mega Shipyard I might work on eventually, but I will need to dive back into learning event modifying to pull it off, with my current job my time has been more limited than expected.

As for making it a collection of coherent techs, I've mostly attempted to do techs that blend in with the vanilla experience as-is, aside from a few silly ones most shouldn't stand out too much, but as the franchises diversify it'll probably get harder to blend them. Ideas are welcome to improve it though.
Panther ausf.G May 19, 2022 @ 9:12pm 
I think this is going to be an interesting mod. Hope to see this mod expands into a collection of coherent techs.

Would be interesting if this mod could interact with Gigastructure or megastructures from the vanilla game
Robinxen  [author] May 9, 2022 @ 2:54pm 
@mwesson9316 Glad you figured it out, I've made a note to make it more clear in the next update, I have a couple of ideas for that which I will test out.
mwesson9316 May 7, 2022 @ 3:14pm 
I figured out the issue; I didn't realize I could do either phaser emitters or disruptors, but not both. My bad.
Robinxen  [author] May 3, 2022 @ 9:17am 
@mwesson9316 The icon is a flipped image of a vanilla weapon so you may have overlooked it, but just to be safe I'll do a quick test again shortly to confirm.
mwesson9316 May 2, 2022 @ 8:53pm 
I can research the disruptor weapon tech, but the weapon itself never shows up in the ship builder. Is this an issue with this mod, or have I finally broken this game?
Robinxen  [author] Apr 3, 2022 @ 12:57pm 
@cfoleyedgewater I've watched those movies about once in my life when I was a child, so I honestly have no memories of anything in them that'd be interesting to bring to Stellaris, and I never enjoyed them enough to think about watching them again just for ideas.That said, if some interesting ideas are submitted in the suggestion thread I would still take a look at them.
DatOneMinuteman Apr 3, 2022 @ 12:50pm 
where star wars?
Robinxen  [author] Feb 19, 2022 @ 8:54am 
@XCABAL In theory, yes, which is why its base damage is a little lower than the other endgame weapons. But I have no idea how Stellaris is actually handling it. I'm still tweaking that weapon based on how it feels when playing, in the next update I plan to add a few more prerequisite techs to it too so that it feels much more like an endgame weapon.
XCABAL Feb 19, 2022 @ 2:36am 
Question about the PPC: Does it receive both Kinetic and Energy weapon bonuses?
Robinxen  [author] Feb 6, 2022 @ 11:11pm 
@bigboydrewsy No problem, it's a relatively common issue. Hope you enjoy.
SalmonFeet Feb 6, 2022 @ 11:04pm 
@Robinxen just checked, it was either the workshop or launcher. It works fine now, i re downloaded it, thanks!
SalmonFeet Feb 6, 2022 @ 10:58pm 
@Robinxen will do, i'll tell you if its the workhshop or not
Robinxen  [author] Feb 6, 2022 @ 7:23pm 
@bigboydrewsy Can you double check it's not the steam workshop and paradox launcher being a buggy mess and making an error downloading, because I can confirm there is definitely a descriptor file on my end.
SalmonFeet Feb 6, 2022 @ 7:03pm 
Has a "missing desctriptor file"
whenwrašk Feb 5, 2022 @ 3:27pm 
fair enough, that sounds like a very difficult mod to make.
Robinxen  [author] Feb 5, 2022 @ 3:26pm 
@whenwe.serbie.65 It's a fair suggestion, but one much more fitting for a total overhaul mod to bring the entire game in line with the power scaling of that universe. Which is probably why there's a total void of mods based on it, that's a lot of investment for a relatively niche novel series.
whenwrašk Feb 5, 2022 @ 3:23pm 
yeah, now that you mention it there isn't really any way to balance that without wrecking it. my bad then. still a cool mod though, thank you for responding!
Robinxen  [author] Feb 5, 2022 @ 3:14pm 
@whenwe.serbie.65 The big problem with Xeelee Sequence is that the technology starts to get so out there on the power scale that it'd eclipse everything the game has to offer, and if you bring the stats in line with the rest of the game then are you really adding Xeelee Sequence supertech? I mean we'd be talking about carrier fighters that can eat stars for breakfast. The only way to balance it would be to make it take a mind-boggling long time to research, which isn't fun.
whenwrašk Feb 5, 2022 @ 2:50pm 
really liking this mod, maybe you could add some techs and weapons from Xeelee Sequence? the whole workshop doesn't really have any Xeelee stuff, i think things like the Monopole Cannons and GUT Rifles would make an interesting end-game research, or tech you could only get through special events.