Stellaris
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Amazing Space Battles
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15.171 MB
2 окт. 2019 в 6:08
5 май в 12:57
41 бележки за промени ( преглед )

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Amazing Space Battles

В 1 колекция от Chickenhunt
Amazing Space Battles Collection
6 артикула
Описание
Compatible with Stellaris V4 and V3.14




This Giant mod combines my previous graphical mods + far more, in order to completely improve the graphics of Stellaris space battles.

It improves the graphics of almost EVERY weapon in the game- adding lots of new custom effects (while staying true to vannilla intentions), improved ship spacing and behavior in battles, adds new EPIC custom explosions, adds missing hit and muzzle effects paradox did not make, Creates custom effects for shield and hull hits + Space Battles are NOT over in seconds.

But above all, this mod makes space battles super fun to watch!





The new custom Titan explosion effect
  • New EPIC explosions for every ship type.
  • New Effects for all Lasers.
  • New Effects for all Kinetic Weapons.
  • New Effects for all Particle Launchers.
  • New Effects for all Missiles.
  • New Effects for all Disruptors.
  • New Effects for all autocannons.
  • New Effects for XL Weapons.
  • New Effects for Titan Weapon.
  • New Effects for anti-fighter - Flakk.
  • New Effects for all weapons when they hit shield or hull.
  • Effects get larger as gun size increases.
  • Improved Fighter behaviour and movement.
  • Slower ship movement during battles.
  • More intelligent ship spacing and behaviour during battles (no more face hugging fleets).
  • Better ship targeting i.e no more entire fleets targeting one ship at a time.
  • Graphical fixes for weapons without hit or muzzle effects.
  • Longer lasting battles


Tip: Press Ctrl+F9 for a cinematic view.

The new weapon effects:



Gamma Laser Firing

New and improved travel-laser effect, for better graphics but also making it easier to distinguish who is shooting who. Added new muzzle and hit effects.



Missile Firing

New missiles graphics with new smoke, exhaust and backblast effects. Added fire explosion and shards on impact.



Titan Laser Firing

New effects for all XL weapons Including adaptive Lightning for arc emitters, Giga cannons Rail gun effect, Particle Lance beams and also this Epic Titan Perdition beam effect.



Neutron Launcher Firing

New and improved effects for particle launchers. Projectile improved to have a spinning-pulsating disk that is larger and far more visible. Added a new muzzle and hit effect to create a feeling of "Impact" and "power" for this high damage late-game weaponry.




Top: Two fleets engaging using kinetic weaponry - Bottom: A Battleship firing autocannons

Kinetic weapon graphics overhauled for more visibilty and color difference. Added different custom hit and muzzle effects for all varients of kinetic weapons. Also added new autocannon graphics for a more "Gatling Gun" look.



Lvl 3 Disruptors Firing

Disruptor graphics overhauled to better embody its description instead of a laser-like "blur".

Vannilla description = "Disruptors fire energy bolts that damage and destroy the molecular bonds holding the target's constituent atoms together. They completely ignore shields and armor and deal base damage directly to the hull."




A fleet defending itself using flak

Added a new FLAK effect for all flak PD weapons (vannilla used the autocannon effect).



Strike-Craft leaving ship carrier-hangars using the new animations

More realistic Strike-craft animations and behaviour. Strike-craft dont perform pirouettes around ships anymore and have better spacing. Improved weapon graphics as well.



A battleship going down

Overhauled improved explosion graphics for every ship type. More and custom pre-explosions before final explosion effect. Improved fire trails and a new lingering debree/sparks effect for the bigger ships.




Please check-out the Amazing Space Battles Collection for all of the Addon mods.

For Medium to High-end PC's
I recommend: More Visible Particles

For Low to Medium-end PC's
I recommend: More Visible Particles (Lite)





Steam Workshop link for the Ironman Version
  • Ironman Compatible: No. (A "trimmed-down" Ironman version is available)
  • Savegame Compatible: Yes.

  • Compatible with mods adding custom ships.
  • Compatible with mods adding custom weapons and other items - altough they may need a patch for adding my gfx onto their weapons, otherwise their items use the vannilla effects.

  • Compatible with Real Space (put ASB higher on the modlist)
  • Compatible with Downscaled ships
  • Compatible with NSC

You dont like the longer battles?
For these specific group of people I recommend: ASB Addon: Shorter Battles

What you need to do if the mod descriptor file is missing or not automatically updating:

1. unsubscribe from mod
2. delete "mods_registry.json" -> User\Documents\Paradox Interactive\Stellaris
3. delete "ugc_1878473679.mod"-> User\Documents\Paradox Interactive\Stellaris\mod
4. subscribe to mod

[discord.gg]

Support the mod:
Hello, if you like the mods that I make and you wish to thank me for my work, you can do so by buying me a coffee :)

I am a engineering student who does this in my free time because I love playing Stellaris, modding and sci-fi. Any and all support is greatly appreciated, Thank you very much!


[www.buymeacoffee.com]
Популярни дискусии Всички (1)
7
1
27 ноем. в 23:36
ЗАКАЧЕНА: Content Update 3.14 Patch notes
Chickenhunt
3 411 коментара
Pilsky преди 6 часа 
Yeah the mod kinda breaks the balance of the game too.

Bio ships are also unplayable because their ai often just breaks and stand still doing nothing so they lose even though they have like double the fleet power

Really sad :PEAKsob:
Wahops 3 дек. в 17:18 
Some of you guys are acting like the Mod is currently playable, this mod makes the ships wepons have no damage or range resulting in my ships just running away. What are you guys mod list?
Noble 3 дек. в 9:44 
any idea when this might get updated?
perl 3 дек. в 9:06 
Thank you @Zeiram for the fix. Also all the new psionic weapons don't have ASB effects (like Zro Launchers, Psionic Bombers, and Psionic Disruptors)
Tengi 2 дек. в 10:32 
Hey man love the man been using it for some time. Just got a quick question. So i've noticed that a lot of the massive explosions (battleships for example) mostly happen when I lose a battleship, but I don't see it happen often against ai empires, do you know what could cause this? i'm guessing I have some incompatability on my end. Anyhow hope you have a good day and thanks for your time!
Zeiram 30 ноем. в 21:07 
The problem with Autocannons is due to 2 things: missing texture definition(?) and scale value set too high on muzzle entities.

1. The line "gfx/models/combat_items/auto_cannon_diffuse.dds" not being added after texture = in the ap_ballistics text file results in not seeing autocannon rounds being fired.

2. Scale value for muzzle entities in the _ballistics_entities_ap.asset file is set to 4.0 and so for us it looks as if the autocannon round casings are being fired at ships. After testing lower values I found that 0.5 seems best as it properly shows casings being left behind ships and still retaining a little momentum rather than being "shot" far ahead.
Seven Seas 30 ноем. в 17:09 
Love this mod. Thank you
Archailect 30 ноем. в 2:16 
Recently I started getting a massive -117 ship nerf when using this with Real Space and the Ships in Scaling submod. Turned off longer battles. My corvettes had 3 power. Just a heads up.
Astralith 29 ноем. в 6:15 
really nice to see the mod is still around. easily the best mod in stellaris. if you ever stop modding for this game, i really hope someone picks up your work.
Wahops 28 ноем. в 16:56 
THis is A core mod for sure but I currently get a no range bug on weapons.