Stellaris
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Additional Vanilla Weapons - ASB Patch
   
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2.531 MB
5 MAR a las 12:00 p. m.
7 MAY a las 9:54 a. m.
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Additional Vanilla Weapons - ASB Patch

Descripción
What is this?

"Not so quick" patch to add Chickenhunt's Amazing Space Battles' effects to Additional Vanilla Weapons Revived.


How?

This patch overrides Additional Vanilla Weapons' gfx files with ones containing Amazing Space Battles' effects. Additionally, overrides AVW's Strike Craft templates to adjust stats to ASB values.


Why?

Cause it's pretty.


Requirements
This mod MUST be below Additional Vanilla Weapons, else the changes will be overwritten.

Note: This patch SHOULD work with other versions of Additional Vanilla Weapons. The Mass Accelerators may not change their effects correctly (should default to Kinetic Artillery effects) and Strike Craft will have Revived's stats hardcoded into them, but everything else should be fine.

ASB Ironman "should" be compatible, but you will need to delete a file from this patch to remove the Strike Craft changes. Serendipitously, the same file that breaks achievements! AVW itself will still break those things though.
  • Navigate to ...\Steam\steamapps\workshop\content\281990\3173775673
  • Delete the common folder.


Compatibility
This mod makes no changes to vanilla files.
This mod is NOT achievement friendly.


Known Issues
  • Mass Accelerators will not change effects correctly when used with versions of Additional Vanilla Weapons other then Revived. Base files call Artillery effects, Revived changes them to their own calls. This patch assumes that change has been made.
  • Strike Craft have stats from Revived when used with other AVW mods. It's an overwrite thing, but they are pretty close to Sam_'s values anyway. Probably only noticed it due to this note.


Feedback Please!

Effects and colors feel almost perfect. A few concerns:

The Gravitonic Lasers may be a bit much with a full armada firing; tried to balance the flash effect other lasers have with the piercing effect white has. Lower brightness looks flat, higher hurts. Do we stay with the white, go flat, or change to another color?

All Yellow beams feel like they are just shy of greatness. Can't put my finger on what's off though.

Missiles are all the same. Literally. Missiles all call the exact same missile effects, and Swarmers call the same Swarmer effects. This is the way ASB is setup, so we are as well!
23 comentarios
Hellshiver  [autor] 24 MAY a las 4:21 a. m. 
Yeah, it's in a weird spot. IIRC, there's a bug in the Artillery computer logic for vanilla the prevents them from stay at long range like they used to. Kind of breaks their purpose, though I think I saw a fix in one of the vanilla patch mods. Pretty sure I saw one at least, don't remember which or if it was experimental though.

I can't speak for other mods, but Additional Vanilla Components used the vanilla logic calls ( "ship_behavior = "swarm" " for instance). ASB does change those however.

The joys of modding! ^.^
Smug Saber 23 MAY a las 12:21 p. m. 
To be honest as far as ASB goes I have no clue how it (especially when using a component mod with it) changes how I should be building ship designs

What I mean is that combat computers seem entirely useless as far as behaviour goes, all ships either sit there and allow themselves to be swarmed, or just charge in and die. The behaviour of the computer typing seems to be a suggestion at the very best.

This isn't a problem for most battles, and the VFX are so much better than vanilla, but when doing something like fighting a fallen empire? Seeing all my cruisers set up for long range just death-charge into oblivion can be a tad frustrating
Smug Saber 23 MAY a las 7:47 a. m. 
As far as the Kinetic Artillery color goes?
I'm no artist either, but I was already imagining a more white glow to it would be fitting. The purple itself is fine, but since it fades out at the edges it gives a very thin outline that blends into darker skyboxes. I'm running immersive beautiful stellaris mod and in some maps you just can't see the effect at all unless you zoom right in on it.

If it had a whiter glow, maybe a more defined edge I think that would be fine. With the tier II artillery and ASB the effect is noticeable mostly because of the very visible 'core' of the effect
Hellshiver  [autor] 23 MAY a las 6:06 a. m. 
Ignat
It would seem I was unclear. My mistake! ^.^

ASB is not the problem with achievements, as we both know the Ironman version exists. Additional Vanilla Weapons is the issue. Short of changing Stellaris' check system for achievements, AVW cannot be made compatible. As this mod is an addition to AVW, there is no purpose of making an achievement compatible version: the base mod will always break them. That's why I'd rather not have people mislead by an achievement friendly version of this patch.
Hellshiver  [autor] 23 MAY a las 6:02 a. m. 
Smug
Yep, that's what you're seeing. Below about 0.5 size, the trails for each missile breaks and the default trail shows. The missiles themselves in swarmer packs are just multiple calls of the base missile model, rendered smaller. I thought it was more complex as well, but it really is that simple. ^.^

Color wise, yeah. Brightening will likely be the course. Question is how: Tone changes, brightness, adding some white areas to the texture... Not sure which one or combo will be required. Perhaps a glowing edge to it instead of a fade. Lots of options!
Ignat 22 MAY a las 3:29 p. m. 
Well, you see, ASB does actually have two versions: regular and purely graphical, compatible with ironman. I use the latter. So this way it's pretty logical for you to also make two such versions of your mod.
Smug Saber 22 MAY a las 1:09 p. m. 
As for the purple it might just need brightening if possible
Smug Saber 22 MAY a las 1:07 p. m. 
I assume what I'm seeing then without the vanilla components / asb patch and JUST asb is the regular missile effects then? They look no different to marauders but when zoomed in are obviously a cluster of missiles, if I understood your reply correctly would that mean what I'm seeing with JUST asb is unintended?
Hellshiver  [autor] 22 MAY a las 11:17 a. m. 
The Swarmers in ASB are kind of broken. Their animation files have launch, hit, and miss animation effects all labeled as Miss effects, which break the spiral effect among other things. Swarmer size in ASB break the individual missile trails as well. Funny thing is, both ASB and this mod call the same trail effects, just an increase in size here to restore the spiral visibility. This is the closest I can get without a solid base to start from. IIRC, the base size in ASB is 0.1 while I had to bump up to at least 0.6 to restore the effect. Settled on 0.7 for lower resolutions.

Agree about the purple effects in general. The color fades into the background far more quickly then others. Same with the Dark Matter style red laser beams. Definitely an art fix, but afraid that may be beyond my skill set. I am no artist. I'll poke around and see what I can do when I revisit this more fully, likely after the Archaeo add-on is made. Wouldn't want ASB effects to be lost for those!
Smug Saber 22 MAY a las 9:01 a. m. 
Hi,
Couple of things I just wanted to point out about this patch (unsure if it's just my mod order?)
When using asb ONLY the swarmer missiles share a similar trail to other missiles effects, with this one the swarmer has a different (not as cool looking) orange, shorter trail effect.

Kinetic Artillery is a nice purple color at max tier, but seems to be much harder to see, smaller and less visible than Kinetic Artillery II with just asb. It's not a huge deal but makes watching my artillery more difficult in a large battle.