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AVWR - Test Branch
   
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5.773 MB
Dec 19, 2024 @ 9:50am
Nov 6 @ 1:17pm
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AVWR - Test Branch

Description
Test Branch for AVWR.

This is a test branch. Things may or may not be working correctly. Updates may happen randomly. You have been warned!

Vanilla Overwrites are now present! Needed to fix NPCs not using the new tech.
This will, undoubtedly, cause issues with quite a few mods. I'm looking for workarounds, but component_templates are a First Come, First Served type of file and Vanilla comes first. Have to overwrite the entire file to make changes. Well, to make the changes and not spam the error log with entries.


Things done:
-Updated Non-Space Fauna weapon templates to use potential checks.
-Updated upkeep costs for shared mechanical/bioship weapons.
-Added upgrade path chains to vanilla weapons, allowing added weapons to be used by NPCs. Bonus, they stack with vanilla and reduce clutter.
-Updated Space Fauna mutation upkeep costs. No more minerals for Ameobas!
-Updated Space Fauna missile/torpedo tags to correct sizes over generic g_slot tags.
-Corrected Mega Cannon template required technologies, removing them from Mega Cannon T1 tech card.
-Added potential checks to Missile and Torpedo technologies to remove from Bioship empires.
-Added technology_swap logic to Swarmer technologies for Bioship empires.
-Added Bioship Mandibles and Bio-Swarmers.
-Changed Vanilla Mandible and Bio-Swarmer upgrade paths to continue with AVW tiers.
-Corrected Vanilla M-slot Bio-Swarmers templates to remove from Mauler Torpedo weapon list.
-Added Mandible technologies, and restricted to Bioship empires.
-Created Mandible and Bio-Swarmer icons and technology icons.
-Corrected Missile and Swarmer speeds. No more 18 in a 400 zone!
-Added Bioship Snapper Guns (Point Defense), Barbs (Flak), and Fighter Wings (Strike Craft).
-Changed vanilla Snapper Gun, Barb, and Fighter Wing upgrade paths to continue with AVW tiers.
-Created Snapper Gun, Barb, and Fighter Wing icons and technology icons.
-Created vanilla icon replacements for Bio Nanite Barbs and Skrand Fighter Wings, to follow new upgrade paths.
-Created tech icon replacements for Bio Nanite Barbs and Skrand Fighter Wings.
-Added technology_swap logic to Point Defense, Flak, and Strike Craft technologies for Bioship empires.
-Added Bioship Bio-Plasma, Beam Projector, Disruptor, Energy Thrower, Beam, and Arc Emitter weapons.
-Created vanilla icon and tech icon replacement for Archaeo Beam Projector to match other Archaeo items.
-Added technology_swap logic for Plasma, Laser, Disruptor, Energy Torpedo, Energy Lance, and Arc Emitter technologies for Bioship empires.
-Updated Space Fauna energy weapon icons and tech icons to have color progression, following mechanical versions.
-Corrected Energy Lance and Arc Emitter templates to include use_ship_main_target logic.
-Corrected Medium Plasma costs to be for medium size, not small.
-Corrected Perdition Beam upkeep costs being Alloy instead of Food heavy for Bioship empires.

Things to do:
-[In Progress] Look into Bioship weapons and changes.
-Look over Technology files and update as needed.
-Add Psi weapons.
-Rebalance Swarmers; they should be bumped to T6/8/10 instead of T5/6/7. Pending review of number of technologies that would exist: may need to stay as is to ensure unlocking of higher tiers.
-Swap components to hard coding over variable calls. Thought I did this already, but it would seem I have not.
-Complete and overhaul localization file. Placeholders may be present until then.
-[Perpetually] Formating files. So mess, much ugly.
19 Comments
GoddessGaming1520 1 hour ago 
have you started the PSi weapons yet?
Hellshiver  [author] Nov 6 @ 1:29pm 
Added Bioship energy weapons, and corrected a few issues.
Hellshiver  [author] Oct 31 @ 9:18pm 
Added Bioship Point Defense, Flak, and Strike Craft.
Hellshiver  [author] Oct 30 @ 11:52pm 
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  [author] Oct 29 @ 1:34pm 
Likely a mistake. Will be getting to cleaning up the files and adding Bioship components soon.
Tempest Oct 28 @ 11:23am 
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  [author] Oct 19 @ 1:39am 
@Sylxeria
@你好
No worries! Sam_'s mod was my first, and I would hate to see it fade into obscurity.
Sylxeria Oct 14 @ 7:09pm 
Thank you for maintaining these mods!
你好 Oct 10 @ 3:05am 
thank you
narf0708 Dec 28, 2024 @ 2:13am 
Seems to be working as expected, thanks!