Stellaris

Stellaris

Star Trek Weapons
 This topic has been pinned, so it's probably important
GENOBEESRAGE  [developer] Apr 5, 2023 @ 7:57am
Bug Reports
put them here
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Showing 1-14 of 14 comments
Apapse Apr 8, 2023 @ 9:39am 
Sometimes the weapons seem to target the Star of the system the fleet is in. For example, the beams will target other ships and hit them, but they will also, from across the entire system if they're at the edge, target the center of the star and fire at it.
GENOBEESRAGE  [developer] Apr 8, 2023 @ 8:40pm 
happens if their target dies. vanilla issue im pretty sure
Glacius Apr 10, 2023 @ 5:16pm 
I've only used the plasma weapons so far so this issue could be with the other weapons, the sound is too loud and doesn't seem to drop off
Last edited by Glacius; Apr 10, 2023 @ 5:22pm
GENOBEESRAGE  [developer] Apr 10, 2023 @ 6:09pm 
Its stacking sounds. Put two or more sounds at the same time and the sounds play louder dont know why but its a pain in the ass and the only way i know how to fix is to limit the max SFX to 2-3
Glacius Apr 11, 2023 @ 11:48am 
I checked your code and I noticed the some weapons had a max_audible = 1000, the romulan weapons were normal for the most part(highest being max_audible = 30 for rtorpedo), maybe decrease the audible value below 10. Also you might want play around with delay_random_offset so the sound effects are less likely to start at the same moment. The Beam weapons have a high fire rate so maybe decrease that or the volume, personally I think it should have a lower fire rate so it looks less like a constant beam when several are firing.
GENOBEESRAGE  [developer] Apr 11, 2023 @ 7:02pm 
the constant beam, was the aim for the plasma beam, i want every set to have something different that sets them apart from other weapons, like how pulse phasers look like burst fire, klingons wil probaly get polaron torpedoes for anti-shield duty, but yer ill drop the volume down, and increase the windup window for other weapons.
Schmooples Jul 10, 2023 @ 10:02pm 
game crashes after i use any of the edicts and go to council tab
GENOBEESRAGE  [developer] Jul 11, 2023 @ 12:41am 
i reuploaded. but i cant replicate the issue
Schmooples Jul 11, 2023 @ 8:18pm 
its working thx
wolf470 Nov 3, 2023 @ 3:45pm 
I'm seeing the same problem as Oedipus Platypus - after I activate any of the weapon edicts I can't go to the council tab... it does the same if I activate all of the edicts as well.:MCCSWORD: The mod is neat and I'm going to keep using it (it's the only mod except for New Horizons with all the ST weapons)

Edit: I poked around a bit and everything works fine if you don't use the weapon activation edicts... weird but I'm happy that they're working anyway.
Last edited by wolf470; Nov 3, 2023 @ 3:53pm
did you used this along side new horizon mod?
Zarcoff Apr 22 @ 2:08pm 
Originally posted by Schmooples:
game crashes after i use any of the edicts and go to council tab
Having this issue currently.
Cynix Apr 22 @ 8:21pm 
Originally posted by Zarcoff:
Originally posted by Schmooples:
game crashes after i use any of the edicts and go to council tab
Having this issue currently.

I think the issue you are having is that the edict duration is set to 0. I have peeked into the files and it is indeed set to 0. Pretty much the same problem as with the mod "Ultimate Weaponry Restriction Break"

One "hotfix" for this is to manually overwrite this mod's files and see the line "length = 0" for each edict file (as per my last look it was 3 edict files: Fed_edicts, Kedicts, & redicts.txt)

Change it from 0 to @EdictDuration (or 1 or any other number, just not 0)

The directory in which these files could be found:
Your steam directory in which stellaris is saved ->steamapps -> workshop ->content->281990->2957971509 -> common -> edicts

In that directory you can see those three files I mentioned above. If this does solve the problem then we can recommend to use this hotfix to the author so that it can be updated properly.
GENOBEESRAGE  [developer] Apr 22 @ 11:18pm 
i have just deleted them. not used for anything, just leftovers from previous things
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