Stellaris

Stellaris

DarkSpace (Stellaris 4.0)
Exakan  [developer] Feb 11, 2022 @ 10:31am
Megastructure Superweapons
Video: https://www.youtube.com/watch?v=jqJvL7cA8jE&ab_channel=Exakan

How to get them?
There are different perks available, read here about all DS perks:
https://steamcommunity.com/workshop/filedetails/discussion/2719075597/3194742149936159522/

The basic ways:
Spectrals - can build one when using their crisis perk "Interstellar Overclocking". Its currently the strongest superweapon in DS.

Halo origin - you can build a Halo when finishing the special project.

Halo Array - from an ascension perk which is available for all empires.
Its called "Halo Array".

Darkmatter Ripper - from an ascension perk which is available for all empires.
Its called "Shattering the space".

How to build one after getting the tech?
All of them are placed like gateways - outside of the gravity of a star.
They have multiple stages and need a lot of resources to build and upkeep.

How to fire?
1.Idlemode
At some point the description of ANY superweapon will say "Idlemode"
<<not ready to fire>>
.
Idlemode means the weapon is done, but needs to charge up. To do this, upgrade to the next stage.

2. Firemode
The megastructure description changes to "Fire mode" <<ready to fire>>.
This means the weapon is ready to fire, but you have to place a "Locator".

3a. Target selection
You can build the small megastructure "Locator", it costs only some energy and takes no time to build. You can build it in friendly, neutral or enemy systems.
Select the star to build it.

3b. Target selection - limits and rules
Stellaris has some limitations when placing a structure, so keep this in mind:
- the construction ship must have the fleet stace "Passive", NOT!! "Evasive", otherwise it will not work in enemy space
- if you target a friendly or neutral system and fire the weapon, they will declare total-war on you
- there is sometimes a bug where a system isnt a valid target, but this is Stellaris' fault and I cant fix it
- sometimes FTL-inhibitors on starbases block the placement

Question: Why do these problems appear?
Simple, because the construction ship needs a clear path to the target. If its blocked, it cant go there to build.

Question: It has to go there!?
No, because the structure is instant. But thats how Stellaris works and sadly I cant change it.

What to do when you cant target a system?
Read step 3a. Target selection and 3b. Target selection - limits and rules.
These limitations cant be removed because its how Stellaris works.

However, an easy solution is to push the frontline closer to the enemy. You dont need to be close, but sometimes the weird mechanics work better when your own space isnt so far away from the enemy empire.
Last edited by Exakan; Apr 3, 2023 @ 9:33am
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Showing 1-14 of 14 comments
Aesyaan Jan 31, 2023 @ 12:55pm 
this is probably something I'm doing wrong, but I can't seem to place a marker in enemy systems, I am determined exterminator.. Are closed borders causing me to be unable to do this?
Exakan  [developer] Jan 31, 2023 @ 1:31pm 
Originally posted by xSpartan091x:
this is probably something I'm doing wrong, but I can't seem to place a marker in enemy systems, I am determined exterminator.. Are closed borders causing me to be unable to do this?
Yes :/ Its a limitation of Stellaris. Declare war and if the starbase FTL blocker isnt avoiding the construction ship = you can construct it.
Aesyaan Feb 8, 2023 @ 8:19am 
I noticed and forgot to delete this comment, I now just declare war the put the marker. The Devs should make a superweapon that function with a targeting system similar to the quantum catapult, that would be cool for Vanilla and it would make modders lives easier lol. Just wanna say, great mod, it's really fun to play :D
Exakan  [developer] Feb 8, 2023 @ 8:23am 
Originally posted by xSpartan091x:
I noticed and forgot to delete this comment, I now just declare war the put the marker. The Devs should make a superweapon that function with a targeting system similar to the quantum catapult, that would be cool for Vanilla and it would make modders lives easier lol. Just wanna say, great mod, it's really fun to play :D
Thanks :)

When owning the OverlordDLC, it indeed uses the QuanatumCatapult mechanic to aim in the galaxy map, using a new ship as projectile.
The mod notices if the DLC is installed and the situation log will tell you how to aim with that mechanic. Its limited to the DLC due hardcoded mechanics + (fair) modding rules.
Aesyaan Feb 8, 2023 @ 11:24am 
oh, I knew there was something that used a ship and it gives two options, the without overlord and with overlord, but I didn't know it used the catapult system, that's cool, I guess thats why I noticed when right clicking on the ripper, it says "travel through darkmatter ripper", that's interesting, I guess the next DLC I get would be overlord. It's funny because I could apocalypse purely because your mod requires apocalypse for many things- I'm glad I did, being able to use Nanitars and such is very fun. This is one of those mods that I just have to keep playing- I plan to play galactic plague next, once again, amazing work!
Super Zerb Aug 27, 2023 @ 3:46pm 
I have a bug with this currently. In my ui there are 4 datk matter ripper build options all the actuate the weapon. When i for it does not destroy any of the ships in the target system
Exakan  [developer] Aug 28, 2023 @ 2:59am 
Originally posted by Nekonyaan091:
oh, I knew there was something that used a ship and it gives two options, the without overlord and with overlord, but I didn't know it used the catapult system, that's cool, I guess thats why I noticed when right clicking on the ripper, it says "travel through darkmatter ripper", that's interesting, I guess the next DLC I get would be overlord. It's funny because I could apocalypse purely because your mod requires apocalypse for many things- I'm glad I did, being able to use Nanitars and such is very fun. This is one of those mods that I just have to keep playing- I plan to play galactic plague next, once again, amazing work!
Thanks a lot! :)
Yes the DLC are required due technical limitations and modding policies by Paradox.
Exakan  [developer] Aug 28, 2023 @ 3:01am 
Originally posted by Super Zerb:
I have a bug with this currently. In my ui there are 4 datk matter ripper build options all the actuate the weapon. When i for it does not destroy any of the ships in the target system

I am sorry but I dont really understand what you mean with 4 build options? Could you please send me a screenshot? :)
EclipseYumm Aug 7, 2024 @ 4:01pm 
I built the darkmatter ripper but the locator isn't in the megastructures menu
Exakan  [developer] Aug 8, 2024 @ 12:33am 
Originally posted by EclipseYumm:
I built the darkmatter ripper but the locator isn't in the megastructures menu
The entire mechanic changed, please check your situation log for a new tutorial.
Newest DS version is v2.93d
Last edited by Exakan; Aug 8, 2024 @ 12:33am
SirKiefy Mar 11 @ 11:16am 
I can't seem to get the darkmatter ripper to work, i am not sure why?
Exakan  [developer] Mar 11 @ 1:41pm 
Originally posted by SirKiefy:
I can't seem to get the darkmatter ripper to work, i am not sure why?
Check out the situation log for a quick tutorial :)
SirKiefy Mar 11 @ 6:20pm 
Originally posted by Exakan:
Originally posted by SirKiefy:
I can't seem to get the darkmatter ripper to work, i am not sure why?
Check out the situation log for a quick tutorial :)


I have but for some reason i can't seem to get the selector to appear, maybe a compat issues? not sure
Exakan  [developer] Mar 12 @ 2:25pm 
Originally posted by SirKiefy:
Originally posted by Exakan:
Check out the situation log for a quick tutorial :)


I have but for some reason i can't seem to get the selector to appear, maybe a compat issues? not sure
If you use UI mods, please try again with putting DarkSpace above the UI mod in the load order.
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