Stellaris

Stellaris

193 个评价
Reaper shipset continued
5
4
2
2
2
2
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
225.393 MB
2022 年 6 月 3 日 下午 11:14
6 月 28 日 下午 4:29
67 项改动说明 ( 查看 )

订阅以下载
Reaper shipset continued

描述
The original reaper shipset edited and being expanded. May add different ship sections, tech, etc depending on my schedule. The glitchy corvette has been replaced with the destroyer model slightly rotated, and the cruiser has been replaced with a sovereign model with tweaked legs. strike craft are oculus probes. civ ships are praetorians. I put the collector base as starbases as well as habitats.

original: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1547896719&searchtext=reaper
used assets: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2115782303&searchtext=citadel

Crisis level Reapers
These specially spawned Reaper ships are not known for their numbers or their DPS(or the game will be impossible) All Reapers have one primary gun as their only weapon. Their PD are powerful enough to shoot down anything, and they employ advanced strike craft. While their shields are formidable, their main threat is their ability to rapidly out heal any Damage they take. One sovereign class Reaper can 1v1 a FE citadel easily without a scratch. However while they can shoot down entire fleets of capital class ships, they are vulnerable to the more smaller ships and strike craft.

Become the Reapers
After taking the ascension perk Become the Reapers, gather living metal to advance your crisis stages. In the end you will enter a psuedo Sandbox mode with unlimited power, and a ton of Reaper ships to work with.

Reaper ship sections:
Reaper ship sections are very OP ship sections that require living metal to build.
There are jobs that give Living metal unlocked through an origin, or the become the Reapers ascension perk.

The citadel:
At the start of the game, the citadel will spawn in a random system inside of a nebula. The citadel acts as a gateway for now, but will receive ‘special treatments’ in the future. Also compatible with the mass relays mod.

Derelict Reapers:
Also known as colossal carcasses, 5 of these will spawn as habitats in random nebulae at the start of the game. It can even spawn next to the citadel 😉

Other shipsets: Crystal shipset https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2814969253

patch 2022-06-07
fixed wrong textures for cruisers and battleships(apparently sovereign just looked wrong but I didn’t notice because it was too dark. The new sovereign has a blue tint, so it should show up better even in dark space), added generic death animations to corvette ~ battleships. Ships without death animations will likely just pop out of existence 🙂
patch 2022-06-08
added event spawning reaper leviathans. Fixed some weapon graphics firing from the sun instead of the ship because of missing locators.
patch 2022-06-10
removed strike craft from event spawned reaper destroyers cause corvette class ships were killing battleships which is lore accurate but not balanced.
update 2022-06-10
added an event that allows the player to disable unfinished event chains at the start of the game.
added invisible turret entities.
update 2022-09-01
Added basic reaper techs, reaper tech does not have any downsides yet. Added reaper crisis beginning. only 3 fleets and no reinforcements for now. I am still deciding on how it will function and how it should end. Reapers no longer have hidden fleet power. Sovereign class reaper power about 35k now. Sovereign’s defeat now gives reaper tech to everyone as a research option(might change later)
update 2022-09-03
added a third option at the start of the game to add strike craft to event reaper destroyers. Pointless until I finish the crisis but it’s there as an option for the future.
update 2022-09-08
added difficulty options(edict) to buff Reapers from no buff(40k per Reaper)~50time buff(1.1M per Reaper)
added reinforcement mechanics, Reapers will now get fleets every time they bombard a colony and destroy
update 2023-12-04
fixed graphics bugs
update 2024-01-01
refixed graphics bugs
update 2024-01-06
fixed strike craft orientation
update 2024-01-09
fixed turrets
update 2024-05-09
added a crisis chain to become the Reapers.
fixed wrong localisztion
balanced stats
190 条留言
Alexvolh 10 月 15 日 上午 2:48 
Are you planning to create reaper models for New Ship Classes?
Alexvolh 10 月 9 日 上午 12:12 
Actually, to be lore friendly reapers should be created at the end of situation of a specie genocide. I suppose that it could be made like this: Different size of reaper need different amount of pop to kill and living metal. The number of pop to kill is for you to decide and a way to choose the reaper size. But I am sure that would be way more impressing and should not be to hard to make
kroganwar22 9 月 10 日 上午 7:10 
hey @
The Wandering Modder I know we talked a long time ago about me using the weapon components from this mod in my Mass Effect Total Conversion. Are you still ok with that? I would obviously credit you for your hard work! Totally understand if not but I thought I would ask.
FenFenScreeScree 8 月 21 日 下午 2:44 
tragic
The Wandering Modder  [作者] 8 月 21 日 下午 2:10 
Content cut during the shift to 4.0.
FenFenScreeScree 8 月 21 日 上午 11:55 
I don't see an option to become the Reaper. Also the Reaper Destroyer model you use isn't the one from the games, bit confused about that...
The Wandering Modder  [作者] 8 月 20 日 上午 10:00 
Yes they had a broken UV map
Inerael 8 月 20 日 上午 9:18 
Hello, if occulus model has been removed ? They seem to have FE fighter model
The Wandering Modder  [作者] 7 月 4 日 下午 11:27 
I don't make NSC compat because I don't use NSC but anyone is welcome to make a patch
FenFenScreeScree 7 月 4 日 下午 11:24 
will this work with NSC3?