Stellaris

Stellaris

Star Trek Weapons and Components
265 Comments
GENOBEESRAGE  [author] Nov 22 @ 5:48pm 
I removed the edicts.
KayinDreemurr Nov 22 @ 7:29am 
When creating or tweaking an empire, in species traits scroll down to see the traits for the weapon types.

Might also in edicts be something to let you unlock the weapons.
Kylandor Nov 17 @ 5:09pm 
TOS Style Phasers and Photons and/or Tetryon Weapons would be a nice addition if it isn't asking too much.
Modern Spartan Oct 23 @ 8:34pm 
@KayinDreemurr I will try it out, thank you!
KayinDreemurr Oct 23 @ 8:32pm 
Plasma weapons works good for the Borg if ya wanna make use of this mod.
Modern Spartan Oct 23 @ 6:52am 
Ah okay. I was hoping for just their weapons and components, but fair enough 👍
GENOBEESRAGE  [author] Oct 22 @ 4:40pm 
Entirely seperate mod
Modern Spartan Oct 22 @ 10:29am 
Or are they not a thing here?
Modern Spartan Oct 22 @ 4:16am 
Which one of these would be Borg weapons?
finoman Sep 24 @ 10:14pm 
i would like that, BUT.......... uhhh...... lets say the graphics of the blasters are.. kind of weird, and the sound effects tends to break in battles
GENOBEESRAGE  [author] Sep 24 @ 7:22pm 
If you want blue plasma weapons. You want the Star wars weapons with the blue colour.
KayinDreemurr Sep 24 @ 3:59pm 
finoman- in trek plasma weapons have been (generally afaik) Green, same as most disruptors.
I think with the exception of the Andorian phasers and some of the TOS era Fed phasers, the only weapons that had blue color were Tetryon weapons?
finoman Sep 24 @ 1:42pm 
i like the design of the plasma weapons... BUT GREEN???? NO BLUE?????? (sorry i dont know much about star trek im just trying to find mods that adds blue plasma weapons or similars)
MightySatsuma48 Sep 22 @ 6:13pm 
speaking of torpedoes... Quantum?
KayinDreemurr Sep 22 @ 5:45pm 
Andorians had blue phaser beams, not sure on the torpedoes. As far as I know the New Civilization mod simply came up with blue and faster firing (but less damaging) variants of the beam and cannon phasers.

As an aside, maybe have Dilithium Core component give a power boost? early game just researched frigate and the tier 1 torpedo for frigate makes it so I can't initially place any shields on the ships til I research the next rank of power reactor.
MightySatsuma48 Sep 22 @ 12:15pm 
they have cannons at least based off star trek online. Also your content is amazing!!
GENOBEESRAGE  [author] Sep 21 @ 10:31pm 
Nah you werent rude. I have not had much in the way of rude comments from memory, probably cause my stuff aint that popular, was fully expecting multiple rage comments about how this this and this are not lore accurate and i should be ashamed or something.

As for cold cycle, maybe. Did andorians just have beams or did they have cannons aswell, blue photon torpedoes or something different, i have not watched Enterprise in a while.
KayinDreemurr Sep 21 @ 5:50pm 
I blame all my run throughs as the Andorians in the New Civilizations mod making me want this to have the blue cold cycle phasers :P
Roland Sep 21 @ 4:42pm 
A little bit more red or orange in the phasers could be sweet! Thanks. This is a great mod I just wish for a Kzinti, a Lyran, a Hydran and a Gorn shipset, then it would be SFB!
MightySatsuma48 Sep 21 @ 3:11pm 
Ty sorry if i sounded rude. I really love your mod!!!
GENOBEESRAGE  [author] Sep 21 @ 6:40am 
Ill see what i can do satsuma (i hate being colour blind sometimes)
Roland Sep 20 @ 1:43pm 
Ok now my Klingons seem to be sticking to disruptors. I will look again later in the game.
MightySatsuma48 Sep 20 @ 11:23am 
any chance we can make the phasers more orange or even red? they look weird bright yellow
Roland Sep 19 @ 5:08am 
I will check the latest playthrough today and report back!
GENOBEESRAGE  [author] Sep 19 @ 12:36am 
they shouldnt, unless you accidentaly gave them two traits, they should ownly use the weapons assigned by the trait.
Roland Sep 19 @ 12:18am 
I do want the Dilithium core player only. I just have a real desire for what SFB did on a hex map. Plasma Torps should be more like seeking weapons and missiles for the right flavor. Polaron is good, I dont think AI should ever use more than one of them though, my Klingons seem to use Polaron AND disruptors, it is minor, just feels a little different. Thanks Buddy! Good work.:steamhappy:
GENOBEESRAGE  [author] Sep 18 @ 9:18pm 
polaron is kinda already a better phaser, they have a slight shield pierce, i am trying to keep them semi inline with vanilla counterparts, that is originally what i had where each weapon had differeing strenghths and weakness's, the torpedo particles has issues when set as a missile, it tends to take right angle turns

do people want the dilithium core to be player only?
Roland Sep 18 @ 8:02am 
I love this MOD and I am in no way criticizing. Thanks!
Roland Sep 18 @ 8:00am 
My 2 cents freely given and easily ignored. Beams could do average damage, have long range. never miss and fire at an average rate (PD should fire fast). Pulse weapons should do above average damage, have below average range, have below average accuracy, and fire at average rates. Torpedoes could maybe vary by type more, ( Photons re-arm and travel fast, Plasma Torps do a nasty lotta damage but take forever and move slow and could be shot down by PD energy weapons, etc) all of them should be less useless versus shields, but they should all have slower rates of fire and average ranges or less but never miss. Phasers seem to be equally effective vs shields, hull and armor, Disruptors might be extra effective versus armor and hull, Plasma should be extra effective versus Armor and hull and less so versus shields, maybe and Polaron should be equal versus all like a better phaser.
n8 Sep 17 @ 9:55am 
ah, i see
GENOBEESRAGE  [author] Sep 16 @ 4:44pm 
which weapons are the issue? cannons have the same damage for all sizes, they just fire twice as fast as the previous size. so if an S firres once every 4 days, and M fires every 2 days, as far as the damage range, i just prefer to take the RNG out of the damage values themselves and instead put it in the fire rate.
n8 Sep 16 @ 2:51pm 
while his mod would be nice the values alitte weird, damage with most weapon is at 16 an all lvs and slots, but everything else is useable, strike craft are op
GENOBEESRAGE  [author] Sep 14 @ 5:50am 
could make it an event at game start that determines AI weight, still leaving it usable by the player, but not the AI, but that begs a different question, how to make it so it isnt messed at the start, by either AI initial ships having it, or having to refit your starting ships which you would not be able to do with any speed.
sdschildberg Sep 13 @ 7:58pm 
Will there be an option to disable the dilithium core? While I somewhat like the idea of a fleet of "hero ships" for the UFP, every AI takes it making it not feel heroic anymore.
GENOBEESRAGE  [author] Sep 11 @ 3:58am 
power should be equal to vanilla values, yer the idea behind the core was to make i less is more, it shows it in the design screen, but you wouldnt think to look there without being prompted, as nothing else in the game actuallly has that effect i think.
KayinDreemurr Sep 10 @ 9:57pm 
The dilithium core tech auxillary thing is a nice idea though. Took a moment to realize it was making my naval capacity higher than it would be otherwise.
KayinDreemurr Sep 10 @ 9:55pm 
May wish to add in either a different power core tech, add power generation to Warp Cores, or see about tweaking some power usage of some things. Using plasma weapons tech and I found issues for power cropping up a tad bit sooner than expected.
timmenator1 Aug 31 @ 11:30am 
sounds great
RedRapture Aug 30 @ 8:36am 
I'll test too, instead of just preaching.
GENOBEESRAGE  [author] Aug 30 @ 7:32am 
I could do that. Ill test to see if it functions that way.
RedRapture Aug 30 @ 6:33am 
I'd say, in order to ensure more powerful weapons are used, weight it so that each tech level has a higher weight than the previous. That way if you get stuck on, say, beam phasers but your starbase was weighted to take pulse, it'll change to beam because that's the higher tech level.
GENOBEESRAGE  [author] Aug 30 @ 5:04am 
Its just a matter of me checking the nsc files to see, and then getting the cost of the ships and tripling it to get the module cost.
GENOBEESRAGE  [author] Aug 30 @ 4:58am 
They are weighted exactly the same, 1000 atleast should be. For my empire they use phasers and torpedoes. The initial design at the start of the game use the cannons. But auto design uses phasers and torps. This is controlled by the AI personality: which has four different preferred weapon types, kinetic, energy, strikecraft, and explosive. This can be overridden by putting a weight higher than the other. But when they have the same weights. It picks two of its favourite and one of the others.
timmenator1 Aug 29 @ 1:29pm 
OK, well thank you for responding, would be amazing to see the function on NSC3 stuff
RedRapture Aug 29 @ 5:09am 
@GENOBEESRAGE I did some research and the issue with the starbase prioritizing using torpedoes and pulse phasers over all else appears to be based upon the AI weighting for using the weapons.
GENOBEESRAGE  [author] Aug 29 @ 12:28am 
its because i had to do one per ship class, ill have to check what the exact names of the NSC classes are.
timmenator1 Aug 28 @ 9:54pm 
I was trying to use this with nsc3 ships, I’ve noticed some ships don’t include the “dulith components” or I forget what it’s called but it applies the 300% buff overall. Any ways, can you add that over to all ship classes in NSC3 please? Thanks for making this btw, I’m loving the mod.
GENOBEESRAGE  [author] Aug 24 @ 3:46pm 
No it depends on your races preferred weapon type. Which sadly cannot be controlled.
RedRapture Aug 24 @ 7:38am 
Is there any way to fix an issue with the starbases never picking anything but photon torpedoes and pulse phasers as weapons, even when there are more powerful options available?
RedRapture Aug 22 @ 6:11pm 
On it. Please contact me privately for how to send it to you.