Stellaris

Stellaris

Stargate Weapons with Sound & More!
246 Comments
Sturman Jun 8 @ 1:48am 
Jaffa, Kree!
Scradegn Jun 11, 2024 @ 10:12pm 
@peterka3 you need some help man.....
Scradegn Jun 11, 2024 @ 10:10pm 
For those wanting an updated version of this for 3.12 I have two links for you one is an updated one I started a while back ago and another is someone else who updated this & added additional features/visuals/components:


https://steamcommunity.com/sharedfiles/filedetails/?id=1781606264&

https://steamcommunity.com/sharedfiles/filedetails/?id=2617459347
peterka3 Nov 15, 2023 @ 4:44am 
After downloading it, I started playing the game and when I wanted to put what I downloaded into the new race, nothing showed up, there was nothing from the stargate, so I hope you will make it so that the weapons can be put there.
T'erissk Apr 30, 2023 @ 9:43am 
This mod works still, I was suing it and I heard the sounds :)
Meruém - der vergessene König Sep 29, 2022 @ 11:45am 
@Honza: not rly xD :C
Honza Apr 23, 2021 @ 10:24am 
does it still work?
Alex Nevsky Mar 20, 2020 @ 12:10pm 
>303
>Strike Craft

Using a cruiser as a strike craft seems a bit overkill to me
HumanFate Sep 11, 2019 @ 1:03pm 
Why doesnt the shield-tec add any shieldpoints to my builds?
Mattie AH Jun 14, 2019 @ 5:32pm 
plz update to 3.0.1
Blink#63H2 May 24, 2019 @ 10:07am 
Is there a version of the ship-trails ?
Muck aka. Akaylla, Kayla May 21, 2019 @ 1:33pm 
ZPM pls :D
nia727 Jan 15, 2019 @ 3:34pm 
up plz
OVERLORDTHOR Oct 2, 2018 @ 6:53am 
The tau'ri railguns should instead be point defense weapons. That was the stated purpose of them on a few occasions. They also happen to fire them at big shipsa because they go "all in" on them fairly often. They do negligable damage to ships except when getting a crazy lucky chain reaction from blowing up fighters leaving a bay.
Keltskiy Aug 23, 2018 @ 3:08am 
@Depri Yay thatnkyou
Artillerie Andi Jul 3, 2018 @ 5:44pm 
I've created an updated version of the mod, if anyone cares. Try it out.
https://steamcommunity.com/sharedfiles/filedetails/?id=1430747881
Ragnarian May 24, 2018 @ 3:07pm 
is there a way to add some kind of weight to the stuff to make stuff like the ship/race mods use these weapons, like having the goa'uld ship mod use these weapons, could tie it to the empire name if possible
Keltskiy May 19, 2018 @ 5:55am 
link wont load.
LeethalGambit  [author] Mar 15, 2018 @ 11:43am 
I have made and pinned a new discussion explaining why I will not be updating this mod. Link below.

Good luck, have fun.

LeethalGambit signing off...

http://steamcommunity.com/workshop/filedetails/discussion/732893414/2650805184969726548/
KuchenEsser Mar 3, 2018 @ 11:06am 
Could you make a version thats just the weapons?
punkboy_sp Feb 26, 2018 @ 9:48pm 
I agree love these plz update them
mpwolf1 Feb 25, 2018 @ 3:56pm 
please update!!!
King Dani Feb 24, 2018 @ 2:07am 
Update for Game Version ( 2.0.0 ) Please
Lord Frederick Feb 22, 2018 @ 1:07pm 
Hoping for this to be updated
Shadow Jan 23, 2018 @ 8:03am 
Update pls :c
SpecialKaegbein Jan 8, 2018 @ 11:35am 
Update Please?
LeethalGambit  [author] Dec 30, 2017 @ 6:40pm 
ok
FutureGᐰdget001 Dec 30, 2017 @ 6:40pm 
Noice, and btw I sent a stupid email talking about the mod, just ignore it! :steamfacepalm:
LeethalGambit  [author] Dec 30, 2017 @ 6:38pm 
Thanks Anubis I'll look into it and fix this when I get some free time.
FutureGᐰdget001 Dec 27, 2017 @ 5:48pm 
I found out how to fix the retargeting problem all of this mod's missiles. There is a new value concerning missiles called "Retargeting Range" and all of this mods weapons, from Ancient Drones to the Horizon Weapons Platform have a "Retargeting Range" of 0. But all of the vanilla weapons have a "Retargeting Range" of 20 or 30 or something like that! so edit the retargeting range of all weapons YAY!!
FutureGᐰdget001 Dec 26, 2017 @ 9:49pm 
Best mod, but I'd like it more if the Ancient Drone weapons could track a retrack targets like missles in the base game as of 1.9
Khorne Flakes Dec 22, 2017 @ 1:56pm 
Thanks Leethal!
Bojack Dec 12, 2017 @ 7:46am 
hey are you planning on updating this mod to 1.9?
LeethalGambit  [author] Dec 1, 2017 @ 8:51pm 
I'll look into it Soros, can't promise anything though.
Khorne Flakes Nov 28, 2017 @ 5:03pm 
hey this is awesome thanks for the hard work! A bit of a dream here but any chance at a ISB/NSC patch to have higher tier(likely same effect and all just more damage) copies of the later(in stargate) tech, so like an asgard plasma beam 1-5 and and X slot that was on par with titan lasers or something?
LeethalGambit  [author] Nov 20, 2017 @ 2:05pm 
Update enabled... lol

So, I believe I have fixed the bugs that everyone was having. Couldn't replicate your issue Abisius, so I'm not sure if the things I changed really helped you or not. I did fix the prerequisites page, it should be 100% accurate now. As for the tech taking too long to pop up, I have lowered the tier and bumped up the weight for the tech in this mod. They should pop a lot faster now once prerequisites are met. With the lower tier, the AI if they use them at all should only do so until a higher tier replacement is unlocked (I have only done a 2 game test with this).
Rissien Nov 11, 2017 @ 7:06pm 
I seem to have come across a bug. For some reason with this mod enabled when researching Deep Space Installations causes the game to crash. I have been painstakingly trying to figure out which mod was causing the crash turning them all off and trying one at a time and this mod crashes it. Something that interferes with it maybe?
SquireApollo Nov 10, 2017 @ 4:04pm 
I found that I was unable to research the tech if I enabled the advanced modules in NSC mod - as they appeared late-game when I chose not to enable the advanced NSC modules. I then used the reserach all tech console command in an default NSC, non-NSC and NSC without advanced modules game. The stargate tech did not appear in the default NSC game, but did so in the other two scenarios.
Abisius Xarvenius Carbensius Nov 10, 2017 @ 1:15pm 
i changed from dx11 to dx12 and now it is possible to start the game with your mod, hope this helps to find the culprit
Abisius Xarvenius Carbensius Nov 10, 2017 @ 11:01am 
@LeethalGambit

i have first time tried to use the mod at 27.10.2017 short after the update that day and never before, the crash happens since first try of use

1. testet with english and german version of the game
2. no other mod so far has let it crash, all mods i have used so far are linked i nthe other post
3. no loading probs with mods besides this one
4. i was never able to start the game with this mod
LeethalGambit  [author] Nov 10, 2017 @ 9:48am 
I have 2 of the mods you linked and they work with this mod no problem. So it's not a problem with the mods you linked. Has to be something else.
LeethalGambit  [author] Nov 10, 2017 @ 9:45am 
@Abisius a few questions to help me better understand where to look in order to try and help you.
1. What language version of stellaris do you have installed? English?
2. Stellaris loads fine without any mods active?
3. Stellaris loads fine with other mods active, but not with this one.
4. Have you been able to get Stellaris to load with this mod installed in the past? Or has it never
worked with this mod.
Abisius Xarvenius Carbensius Nov 10, 2017 @ 5:39am 
@LeethalGambit have i already doen before posting my comment and the only other mods i use are:
http://steamcommunity.com/sharedfiles/filedetails/?id=683230077
http://steamcommunity.com/sharedfiles/filedetails/?id=907726433
http://steamcommunity.com/sharedfiles/filedetails/?id=948431670

but even if i load only your mod my game crashes.

file integrity checked, mod redownloaded after deleating all files of the mod checked. i cant even reach the mainmenu, the first loadinggscreen coems up and the game nearly instantly crashes.

system:
- os win10
- cpu i7-3770
- graphics gtx-660
- ram 16gb ddr8
LeethalGambit  [author] Nov 9, 2017 @ 7:14pm 
Garwaire, the tech shows up at random. It's at the same priority as vanilla tech, but it's all still random. See if you can figure out if it's a bug or just bad luck. If that doesn't work I'll install stellaris on my other computer and see if I can reproduce your problem sometime this weekend.
LeethalGambit  [author] Nov 9, 2017 @ 7:08pm 
Rissien, I'll check it. I might have made a typo not sure atm.
LeethalGambit  [author] Nov 9, 2017 @ 7:05pm 
Abisius, I'm not sure why the mod crashes the game for you. You might have to unsub then find the files in steam and delete the folder, resub, restart to get a fresh install of the mod. This method has fixed similar issues in the past.
Rissien Nov 8, 2017 @ 8:44am 
According to your prerequistes post Naquada generators should be default researched? I never even saw them untill I had antimatter reactors *level 5* and even then first had to research
SquireApollo Nov 2, 2017 @ 1:57pm 
That's good to know @тѕсм.Obi-Swag Kenobi - I wonder what it might be. Guess I'll have to try sort it by trial and error then.
Abisius Xarvenius Carbensius Nov 2, 2017 @ 7:50am 
i get a gamecrash when i try to load the game with this mod and the launcher says that the aktual gameversion is nto supportet
Obi™ Nov 2, 2017 @ 6:33am 
NSC Does nothing to this mod