Stellaris

Stellaris

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Amazing Space Battles
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File Size
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15.171 MB
Oct 2, 2019 @ 6:08am
May 5 @ 12:57pm
41 Change Notes ( view )

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Amazing Space Battles

In 1 collection by Chickenhunt
Amazing Space Battles Collection
6 items
Description
Compatible with Stellaris V4 and V3.14




This Giant mod combines my previous graphical mods + far more, in order to completely improve the graphics of Stellaris space battles.

It improves the graphics of almost EVERY weapon in the game- adding lots of new custom effects (while staying true to vannilla intentions), improved ship spacing and behavior in battles, adds new EPIC custom explosions, adds missing hit and muzzle effects paradox did not make, Creates custom effects for shield and hull hits + Space Battles are NOT over in seconds.

But above all, this mod makes space battles super fun to watch!





The new custom Titan explosion effect
  • New EPIC explosions for every ship type.
  • New Effects for all Lasers.
  • New Effects for all Kinetic Weapons.
  • New Effects for all Particle Launchers.
  • New Effects for all Missiles.
  • New Effects for all Disruptors.
  • New Effects for all autocannons.
  • New Effects for XL Weapons.
  • New Effects for Titan Weapon.
  • New Effects for anti-fighter - Flakk.
  • New Effects for all weapons when they hit shield or hull.
  • Effects get larger as gun size increases.
  • Improved Fighter behaviour and movement.
  • Slower ship movement during battles.
  • More intelligent ship spacing and behaviour during battles (no more face hugging fleets).
  • Better ship targeting i.e no more entire fleets targeting one ship at a time.
  • Graphical fixes for weapons without hit or muzzle effects.
  • Longer lasting battles


Tip: Press Ctrl+F9 for a cinematic view.

The new weapon effects:



Gamma Laser Firing

New and improved travel-laser effect, for better graphics but also making it easier to distinguish who is shooting who. Added new muzzle and hit effects.



Missile Firing

New missiles graphics with new smoke, exhaust and backblast effects. Added fire explosion and shards on impact.



Titan Laser Firing

New effects for all XL weapons Including adaptive Lightning for arc emitters, Giga cannons Rail gun effect, Particle Lance beams and also this Epic Titan Perdition beam effect.



Neutron Launcher Firing

New and improved effects for particle launchers. Projectile improved to have a spinning-pulsating disk that is larger and far more visible. Added a new muzzle and hit effect to create a feeling of "Impact" and "power" for this high damage late-game weaponry.




Top: Two fleets engaging using kinetic weaponry - Bottom: A Battleship firing autocannons

Kinetic weapon graphics overhauled for more visibilty and color difference. Added different custom hit and muzzle effects for all varients of kinetic weapons. Also added new autocannon graphics for a more "Gatling Gun" look.



Lvl 3 Disruptors Firing

Disruptor graphics overhauled to better embody its description instead of a laser-like "blur".

Vannilla description = "Disruptors fire energy bolts that damage and destroy the molecular bonds holding the target's constituent atoms together. They completely ignore shields and armor and deal base damage directly to the hull."




A fleet defending itself using flak

Added a new FLAK effect for all flak PD weapons (vannilla used the autocannon effect).



Strike-Craft leaving ship carrier-hangars using the new animations

More realistic Strike-craft animations and behaviour. Strike-craft dont perform pirouettes around ships anymore and have better spacing. Improved weapon graphics as well.



A battleship going down

Overhauled improved explosion graphics for every ship type. More and custom pre-explosions before final explosion effect. Improved fire trails and a new lingering debree/sparks effect for the bigger ships.




Please check-out the Amazing Space Battles Collection for all of the Addon mods.

For Medium to High-end PC's
I recommend: More Visible Particles

For Low to Medium-end PC's
I recommend: More Visible Particles (Lite)





Steam Workshop link for the Ironman Version
  • Ironman Compatible: No. (A "trimmed-down" Ironman version is available)
  • Savegame Compatible: Yes.

  • Compatible with mods adding custom ships.
  • Compatible with mods adding custom weapons and other items - altough they may need a patch for adding my gfx onto their weapons, otherwise their items use the vannilla effects.

  • Compatible with Real Space (put ASB higher on the modlist)
  • Compatible with Downscaled ships
  • Compatible with NSC

You dont like the longer battles?
For these specific group of people I recommend: ASB Addon: Shorter Battles

What you need to do if the mod descriptor file is missing or not automatically updating:

1. unsubscribe from mod
2. delete "mods_registry.json" -> User\Documents\Paradox Interactive\Stellaris
3. delete "ugc_1878473679.mod"-> User\Documents\Paradox Interactive\Stellaris\mod
4. subscribe to mod

[discord.gg]

Support the mod:
Hello, if you like the mods that I make and you wish to thank me for my work, you can do so by buying me a coffee :)

I am a engineering student who does this in my free time because I love playing Stellaris, modding and sci-fi. Any and all support is greatly appreciated, Thank you very much!


[www.buymeacoffee.com]
Popular Discussions View All (1)
7
1
May 15 @ 5:02am
PINNED: Content Update 3.14 Patch notes
Chickenhunt
3,301 Comments
woods125 19 hours ago 
Chicken Hunt, this mod is one of the best in Stellaris. I have used it for years

I had 4.0 without biogenesis and everything worked fine. I just bought biogenesis, I saw you said Maulers weren't working correctly

Just had a battle with 4 ships total, 2 Maulers and the biogenesis frigate (whatever it is called) against a mining drone

The Maulers stood still and did nothing. The mining drone and the frigate stayed at a distance and lobbed shots at each other. They did not approach.

Again, mod worked fine last night without biogenesis, on 4.0, and same mod list otherwise. I just bought biogenesis and same mod list in use, and all 4 ships involved had odd, stationary behavior. So it doesn't seem to be specific to maulers.

I turned the mod off and they fought per vanilla usual. I only have base ASB installed and the enhanced particles turned off
Noble Jul 28 @ 6:03pm 
Are bioship movements bugged at all?
Chickenhunt  [author] Jul 28 @ 3:28pm 
@MARTI3LO I dont want to seem rude but have you given a move order for the fleet?
MARTI3LO Jul 28 @ 1:22pm 
Its normal to ships stay around in one place, after one battle the fleet stay in the same place and dont move
Mr_sTuG Jul 26 @ 10:53am 
I don't know what is causing it but i use this addon alone with the latest patch with All DLC and it keeps causing Desyncs. of "random_count" as soon as i disabled this sole addon it resolved the desyncs for the most part. might be worth trying to look into but i don't know if this addon is causing it or not.
Chickenhunt  [author] Jul 25 @ 1:26pm 
@Hyggin Yes. If you dont like the longer battles you can get the addon that disables it but I recommend keeping longer battles. It can be big noticeable at first, because the vanilla battles literately take 3 seconds.
Hyggin Jul 25 @ 11:45am 
Does this make battles take longer? Felt like my fleets were taking ages just to take down a single outpost
Chickenhunt  [author] Jul 25 @ 6:44am 
@GG_Seven I dont think so. Thats a whole overhaul mod with its own effects. I think they already use some of my effects for lasers etc (could be wrong tough)
GG_Seven Jul 25 @ 5:56am 
Does this mod work with Star Trek: New Civilisations?
Prax Jul 24 @ 8:41pm 
\o/