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I hope to work out a fix for the next major Stellaris update cycle, it's been an issue for quite some time.
Also, I saw what you said about downscaled ships in the mod description, but I just wanted to double check that you'd be ok with me making a patch so this mod works with it.
Thanks!
Actually thanks for that link, forgot about that mod. This might as well be my ticket to actually figuring out this specific issue.
This module https://steamcommunity.com/sharedfiles/filedetails/?id=2939760885 It's very clear that I've been using it all along
Thank you
They should work fine, as the progression is mostly detached from that of vanilla technologies however there might be some unforeseen issues that could come up (like I know bio-ships don't use the normal battleships but rather it's own thing which means that the battleships technology is unavailable and hence the ultraheavy turbolasers and ion cannons as well). So it would probably work yes, but I would not really recommend it.
@[F.I.S.T] diva.Y.J
There are plenty of them out there but I really do not recommend using such as it could easily break AI empires (they won't equip ships with weapons for example).
I plan to do the vong weapons for the 4.1 update cycle, especially since I expect this mod to need some testing with the release of 4.0 before I can update it. I plan to have the update to Stellaris 4.0 be a compatibility update.
Sorry I don't speak Japanese but according to google translate you are asking if I plan to add armor or shields. As of right now I have no plans, I think that what exists already in vanilla Stellaris basically matches the armor and shield technology used in the Star Wars franchise.
Legacy of the Old Republic is a total conversion mod, this mod is not compatible.
Although projectile speeds on most of the star wars weapons do feel slightly out of place for vanilla.
I could check and see if anything used in ASB could help with the lasers (as far as I am aware, the two mods don't need a patch to begin with and work perfectly fine regardless).
Wanted to provide a bit of feedback too, (playing with NSC keep in mind)
Was testing out tractor beam and missile jammer
Makes my fleets INSAAAANEEELY OP
like my 300k power fleet of a couple dreadnaughts is ripping apart 500k worth of fleet power (in smaller ships, cruisers battleships ect) before they even close into weapons range.
Why is the AI insistent on autocannons for the autocannon god? I have no idea. But I ended up taking those things off my ships as my fleets werent even taking damage XD
A known issue and unfortunately this one has been bothering me for ages and I have yet to come up with any real fix.
They almost turn red or yellowish when the camera is far from the particle effect.
It is a known issue because I set the ai weight for ion cannons to 0 (because the ai couldn't understand how they work), this also effects the auto upgrades for the ship designer.
I do have sufficient energy on the designs using ion cannons for the upgrade, so I know that's not the issue. I'm not using Funnel's Additional Weapons, nor am I using any other mod that adds or modifies weapons. I am currently using the Republic shipset and the ARC-170/V-Wing companion mod, if that makes any difference. Not using the Republic flag colors companion mod. In case it also matters, I am using blue bolt color, but I did not use the species trait to start with them, I used the edict at the beginning of this game to select blue bolts.
Any ideas?
There are no plans for adding new resources, I actually specifically want to avoid doing that.
Not possible with the way weapon entities work in the game (unless you want to research all the technologies again for a different weapon color).
Greatly appreciate it!