Stellaris

Stellaris

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Star Wars Weapons 2.2
 
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File Size
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68.364 MB
Jan 17 @ 11:24pm
Mar 17 @ 12:11pm
15 Change Notes ( view )

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Star Wars Weapons 2.2

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In 2 collections by [TAW] TheSting
Stings modded playthrough
50 items
SWW v1.1 MP collection
73 items
Description
Can you translate this mod? got a suggestion? Join this discord and send me a message!

https://discord.gg/dTmtACh

2.2 update version of the original star wars weapons mod from 1.9: https://steamcommunity.com/sharedfiles/filedetails/?id=765938943

all new additions and changes are in-depthly detailed here:
https://docs.google.com/document/d/1bs0Hfu-JFD8gEpdfzM2b5hbJ83XeGLFGWcBxCY71T40/edit?usp=sharing

STAR WARS WEAPONS V1.2 PATCH NOTES:

Fixed:
Ai Starbase Refinery spamming
Ai Planet tibanna mine spamming
Corrected an Error in Simplified Chinese Localisation

Added:
Rebel strike crafts
Empire strike crafts
Event to pick what Strike Craft you want at the start of the game

All added strike craft use their own models, so no matter what ship set you choose, a TIE Fighter will still look like a TIE Fighter

Translations:

I need people to help me here! add me on steam or message me on discord if u can translate to another language besides english!

Compatibility:

NEW SAVE GAME REQUIRED

Planetary Diversity: New worlds fix by discord user Quellix:
https://steamcommunity.com/sharedfiles/filedetails/?id=1634147797

no files overwritten, should be compatible with most mods
if any issues arise please report it on the discord server linked above


Credits:
TheSting - Updating code to 2.2 syntax, adding the new resources, new XL weapons and proton torpedoes
Elratie - Original mod idea, 99% of the original GFX and original translations
MagikofLife - Russian Localisation
Quellix - A♥♥♥♥♥♥ton of bug fixes and allowing the AI to use the weapons (all coming v1.1)
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350 Comments
Quellix  [author] 17 hours ago 
Nothing wrong with any of the weapons atm or that i can find, if you got issues feel free to send me a message on discord at #support_channel, discord link above
The Hat Mar 22 @ 2:32am 
@BarbarianJoe21 I might be getting confused, I thought the empire strike craft were related to choosing the green option? Or is it ship pack related instead?
BarbarianJoe21 Mar 21 @ 10:14pm 
@The Hat wait what's wrong with green turbos?
The Hat Mar 21 @ 10:18am 
1) With the empire strike craft bug, is this for all of them or just the initial craft?
2) About to start a long new game, should we avoid using the green turbolasers, or will a patch override the problem for ongoing games later down the line?

Thanks for the help, and maintaining this mod.
Syithesgame Mar 19 @ 5:17pm 
Pardon me, I would imagine this has already been asked but should I expect this to work well with the ever popular Glavius's Ultimate AI? Thanks for this and the ship pack!
jasonpepe Mar 17 @ 10:28pm 
@Quellix @[TAW] TheSting
Thanks for the reply, this helps a lot for many people:)
Quellix  [author] Mar 17 @ 11:54am 
New flag being added for you @jasonpepe = sw_is_enabled
[TAW] TheSting  [author] Mar 17 @ 7:58am 
hey jason

im not currently on the active dev team, but i can relay ur request to Quellix. thanks for reaching out
jasonpepe Mar 16 @ 11:54pm 
Hi, more and more people have been asking me to make a compatibility support for my mod to this. I would like to, but I found it difficult, since there's no global flag in this mod.

Can you make a global flag for us?

Something like "sww_started" - via on_actions' "on_monthly_pulse", "on_press_begin" etc, will
help a lot for other modders, as 'mod technologies' are barely recognizable by game engine.
=FFS= Priest Mar 13 @ 9:20am 
Thanks!