Stellaris

Stellaris

AVWR - Test Branch
18 kommentarer
Hellshiver  [ophavsmand] 6. nov. kl. 13:29 
Added Bioship energy weapons, and corrected a few issues.
Hellshiver  [ophavsmand] 31. okt. kl. 21:18 
Added Bioship Point Defense, Flak, and Strike Craft.
Hellshiver  [ophavsmand] 30. okt. kl. 23:52 
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  [ophavsmand] 29. okt. kl. 13:34 
Likely a mistake. Will be getting to cleaning up the files and adding Bioship components soon.
Tempest 28. okt. kl. 11:23 
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  [ophavsmand] 19. okt. kl. 1:39 
@Sylxeria
@你好
No worries! Sam_'s mod was my first, and I would hate to see it fade into obscurity.
Sylxeria 14. okt. kl. 19:09 
Thank you for maintaining these mods!
你好 10. okt. kl. 3:05 
thank you
narf0708 28. dec. 2024 kl. 2:13 
Seems to be working as expected, thanks!
Hellshiver  [ophavsmand] 27. dec. 2024 kl. 12:46 
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  [ophavsmand] 27. dec. 2024 kl. 11:53 
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  [ophavsmand] 27. dec. 2024 kl. 8:19 
Pushed. Let me know if there's any issues and/or conflicts!
Hellshiver  [ophavsmand] 27. dec. 2024 kl. 8:08 
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 27. dec. 2024 kl. 8:00 
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  [ophavsmand] 27. dec. 2024 kl. 7:02 
Icons fixed, Flagella added.

Thinking of overwriting the vanilla files to condense that screen, cause it gets PACKED! Thoughts?
Hellshiver  [ophavsmand] 25. dec. 2024 kl. 4:26 
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 24. dec. 2024 kl. 14:12 
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  [ophavsmand] 19. dec. 2024 kl. 16:11 
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)?