Stellaris

Stellaris

AVWR - Test Branch
18 Comments
Hellshiver  [author] 3 hours ago 
Added Bioship energy weapons, and corrected a few issues.
Hellshiver  [author] Oct 31 @ 9:18pm 
Added Bioship Point Defense, Flak, and Strike Craft.
Hellshiver  [author] Oct 30 @ 11:52pm 
Mega Cannons fixed. Bioship Mandibles and Bio-Swarmers added, with placeholder localization for now. Missiles and Torpedo techs removed from Bioship empires.

See if I missed anything with above listed things! I know other techs are still there; it's late and didn't get as far as I would have liked. Damned icon making.... /ShakeFistAtSky
Hellshiver  [author] Oct 29 @ 1:34pm 
Likely a mistake. Will be getting to cleaning up the files and adding Bioship components soon.
Tempest Oct 28 @ 11:23am 
Hi Hellshiver, is there a specific reason for the duplicate prerequisite entries in the component template definitions for the higher mega cannon tiers? (eg. AVW_MASS_ACCELERATOR_3)

They all mention their expected prerequisite, eg:
prerequisites = { "tech_avw_mass_accelerator_3" }
but they all also mention the vanilla mega cannon tech as a prerequisite a few lines below the expected prerequisite entry

This leads to a lot of clutter in the vanilla mega cannon tech as it shows all tiers of the component in a single tech. Either way, great mod and thank you for your effort in maintaining it, I'm happy to finally see the AI using its components
Hellshiver  [author] Oct 19 @ 1:39am 
@Sylxeria
@你好
No worries! Sam_'s mod was my first, and I would hate to see it fade into obscurity.
Sylxeria Oct 14 @ 7:09pm 
Thank you for maintaining these mods!
你好 Oct 10 @ 3:05am 
thank you
narf0708 Dec 28, 2024 @ 2:13am 
Seems to be working as expected, thanks!
Hellshiver  [author] Dec 27, 2024 @ 12:46pm 
Fixed script issues, corrected Flagella costs, and removed the overwrites to create an add-on for them.

Let me know if I missed anything else!
Hellshiver  [author] Dec 27, 2024 @ 11:53am 
Working on correcting the scripting errors for costs, and pulled the overwrites out until that is resolved. Reverting to the previous version for now. Working on them.
Hellshiver  [author] Dec 27, 2024 @ 8:19am 
Pushed. Let me know if there's any issues and/or conflicts!
Hellshiver  [author] Dec 27, 2024 @ 8:08am 
Looking at a targeted overwrite of the top tier components of Vanilla.

The standard ship components work in a First In, Only Served style, while Mutations work in a Last In, Only Served style. Just have to get my overwrite files to load in the proper places, and it only overwrites those specific components.

Working on them now, I'll toss it up in a bit, and we can see if anything goes wonky.
✙ÇŘŪŚÃĐĘŖ Dec 27, 2024 @ 8:00am 
Icons indeed fixed, looks good, as for overwriting...
Dunno if it's good idea, like you said before it's gonna hurt compability so better leave it as it is. If you really want it then make a submod that overwrites vanilla seperatly. But in the end it's your decison. I personally use this mod in modpack of 194 mods, compabilty is very important to me. Although fair to note that despite having that much mods this one in partcular doesn't cause any problems, and that's with Ad astra, guilli technologies, Ultimate Technologies (Weaponry), extra ship components and so on.
Hellshiver  [author] Dec 27, 2024 @ 7:02am 
Icons fixed, Flagella added.

Thinking of overwriting the vanilla files to condense that screen, cause it gets PACKED! Thoughts?
Hellshiver  [author] Dec 25, 2024 @ 4:26am 
Outstanding! So just need to fix the icons. \o/

The vanilla weapons still showing is a known issue. The fix is to overwrite the vanilla components to add the upgrade path, and point to the AVW weapons. Trying to limit vanilla overwrites to maintain full compatibility with other mods.
✙ÇŘŪŚÃĐĘŖ Dec 24, 2024 @ 2:12pm 
Yes, in Space fauna menu if you research tear 7 tech then tier 6 tech disappears and show only if you tick in the part about showing obsolete parts, still stacking.

I also noticed:
On regular ships design menu, after you research weapons from this mod, the outdated original weapons still show up in components menu. (I have both vanilla Gamma Laster 5 and Quantum Laser 8)
As for biological things, same things as above, both modded and vanilla visible, but also modded ones don't have icons.
Hellshiver  [author] Dec 19, 2024 @ 4:11pm 
Are we able to see the items in the Space Fauna build menus, and are they stacking similarly to the normal weapons (ie 7 replacing 6 when hiding obsolete components)?