Stellaris

Stellaris

((( NSC3 - Season 1 )))
Doctrine Tradition
Hi Captain,

I have just taken the doctrine tradition and noticed that the weapon type edict is not visibly affecting my ships. It is also a bit confusing as the description for "Brawler" states that it increases damage for "autocannons and disruptors" but then says it increases kinetic weapon damage, while disruptors are laser-class weapons.

I'm no expert on modding, but I had a look in the files and I can see that the effects for "Brawler" and "Gunship" are "brawler_weapon_damage_mult = 0.1" and "gunship_weapon_damage_mult = 0.1", which I'm not sure are valid modifiers.

I also noticed that the explosive option has "explosive_weapon_damage_mult" without "weapon_type_" before it, which it normally has in every other instance of this modifier that I have seen in the vanilla files.

I know sometimes effects don't show up but usually the weapon damage ones do when viewing them through the campaign map by clicking on an individual ship and hovering over it's weapon damage.

I could be wrong about all this owing to my lack of modding experience but just wanted to bring these to your attention in case they are oversights.
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Showing 1-4 of 4 comments
Darrien Oct 25, 2024 @ 8:53am 
I will respond as I am the one that basically did all the Doctrine Policies. The Gunship/Brawler modifiers are used in vanilla when they did their leader rebalance

The Veteran Trait Gunship Focus has it for example, which gives Small Weapon and Medium Slot weapon bonuses.

The Brawler Weapon modifier is assuming it works would apply to every weapon with a Brawler tag in the code, just like the s_slot_weapon_damage_mult is supposed to apply to all weapons with the S Slot tag.

These modifiers are are in the modifiers.log file that generated by vanilla. Now these modifiers are always difficult to verify actually work, you have to do some obscene penalties or bonuses to verify they work.


leader_trait_gunship_specialization = {
leader_trait_type = veteran
inline_script = {
script = trait/icon
CLASS = commander
ICON = GFX_leader_gunship_specialization
RARITY = veteran
COUNCIL = no
TIER = 1
}
fleet_modifier = {
s_slot_weapon_fire_rate_mult = 0.1
s_slot_weapon_damage_mult = 0.1
m_slot_weapon_fire_rate_mult = 0.05
m_slot_weapon_damage_mult = 0.05
}
Last edited by Darrien; Oct 25, 2024 @ 8:54am
Hi Darrien,

Thanks for your detailed reply, I just had a look at the new leader bonuses. Funnily enough I've actually got Gunship focus on one of my admirals, not sure how I didn't notice that! I did just experiment with removing the trait from her via console and then checking the damage tooltip, and it did reduce the tooltip damage by the appropriate amount. Whereas when I added the Brawler and Gunship policies separately (then waited 2 months to make sure they applied) they never resulted in a tooltip change. It's rather odd.

Thanks for pointing out the modifers.log thing, I had no idea that existed! I'll definitely use that to check things in the future.
CaptainX3  [developer] Oct 25, 2024 @ 7:41pm 
Originally posted by THE ULTIMATE WORRIER:
Hi Darrien,

Thanks for your detailed reply, I just had a look at the new leader bonuses. Funnily enough I've actually got Gunship focus on one of my admirals, not sure how I didn't notice that! I did just experiment with removing the trait from her via console and then checking the damage tooltip, and it did reduce the tooltip damage by the appropriate amount. Whereas when I added the Brawler and Gunship policies separately (then waited 2 months to make sure they applied) they never resulted in a tooltip change. It's rather odd.

Thanks for pointing out the modifers.log thing, I had no idea that existed! I'll definitely use that to check things in the future.

One thing I should mention here - just because a modifier is in the game doesn't mean it actually works, and some modifiers only work in certain areas. And with every update, modifiers can start working or become broken. It's usually unpredictable and definitely results in bugs that weren't there when we coded the feature LOL.
Thanks Captain. Man, that's annoying. I hate the idea of making a sacrifice to get something but not knowing if it really works or not. But I suppose that's just how it is with Paradox games.
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