Stellaris

Stellaris

Juggernaut Revamp
140 条留言
henryfraserisland 10 月 14 日 下午 1:02 
:D
James Fire  [作者] 10 月 12 日 下午 8:40 
No
henryfraserisland 10 月 12 日 上午 2:39 
does this affect the graphics of the ship?
James Fire  [作者] 5 月 12 日 下午 1:11 
Yeah that's fine
Zenchi.Senkusha 5 月 9 日 上午 8:31 
Do you mind if I merge this into another mod but require this one? I've already done it but thought I might share with the public my combo mod which also has Titan and Dreadnought Vanilla+ fixes.
Thorveim 2 月 19 日 上午 5:57 
ran more tests with ONLY the perdition beams equipped.. and seems the DO fire them after all, but only once and then its the wild goose chase. My guess is these dont count as turretted (like for titans) so the reason they werent firing may just have been that the jugg was too busy running away to face things... in other words, my bad I suppose
James Fire  [作者] 2 月 18 日 下午 3:31 
Visually, or do they not do damage either?
Thorveim 2 月 9 日 上午 11:49 
seems i have a isue with this mod! if I give the juggernaut perdition beams, they never seem to fire
Roland 1 月 7 日 上午 8:05 
Yeah Juggernaut should be a ship that can be captained about....Thanks Nice Mod BTW.
James Fire  [作者] 2024 年 12 月 2 日 上午 11:36 
That's probably hardcoded because of how the juggernaut works under the hood. So Paradox would need to do it.
Undercover 2024 年 11 月 30 日 下午 6:27 
Would it theoretically be possible to enable a Commander for the juggernaut?
it is always bugging me that the supposetly mightiest ship in the fleet doesnt have an Admiral commanding it
James Fire  [作者] 2024 年 6 月 7 日 上午 4:38 
Fixed
Willem 2024 年 6 月 7 日 上午 4:32 
@James Fire Titans do not, Paradox Titans (The Fallen Empire Titans you can get from Cosmogenesis) Do since the last update which made the Battlecruisers use the Titan Reactor instead of the Battleship Reactor and the Paradox Titans use the Juggernaut Reactor instead of the Titan Reactor.

https://stellaris.paradoxwikis.com/Core_components#Reactor

It says Juggernaut/Star-Eater/Paradox Titan.
James Fire  [作者] 2024 年 6 月 7 日 上午 2:02 
I'm not causing it. Titans don't use the same reactor as juggernauts.
Ligraph 2024 年 6 月 6 日 下午 2:07 
I'm seeing a similar error w/ the Paradox Titan in 3.12.4, where there is no options for the reactor.
Adams 2024 年 5 月 11 日 下午 12:02 
Thx
James Fire  [作者] 2024 年 5 月 11 日 上午 10:57 
Fixed
James Fire  [作者] 2024 年 5 月 11 日 上午 10:46 
Ah the computers. Will be fixed soon
Adams 2024 年 5 月 11 日 上午 4:14 
If this mod is turn on and you pick in game Cosmogenesis ascension perk you cannot build Paradox Titan because of some component error - SHIPDESIGNER_SAVEFAIL_WRONG_REQUIRED_COMPONENTS
Looks like component between sensors and titan aura is missing
Imperator of Rome 2024 年 5 月 9 日 上午 9:57 
@The Erubian Warlord lit... aww, its outdated and doesn't work! :(
The Erubian Warlord 2024 年 5 月 8 日 下午 10:47 
Imperator of Rome 2024 年 1 月 22 日 下午 7:41 
Oh, I'm gonna make a mess with this bad boy!

Now if I could just find a mod that mods the Colossus into being able to take part in a battle and defend itself.
Patrick Schlesier 2023 年 12 月 29 日 下午 3:28 
this greatest juggernout ist bigger an better than the orginal and should be unique ship. the ai spam this ship was a battleship
James Fire  [作者] 2023 年 7 月 12 日 下午 12:29 
That was the case in the old launcher
greatswizard 2023 年 7 月 12 日 上午 11:02 
oh ok thanks, I usually think the loader has the inverse loading priority where the mods loaded first overwrite everything else.
James Fire  [作者] 2023 年 7 月 7 日 下午 3:53 
This mod is first? That's why. NSC overwrites the juggernaut file.
greatswizard 2023 年 7 月 5 日 上午 7:12 
this mod doesn't seem to be working for me, it ight be due to me having NSC, even thought I placed it as my first mod.
James Fire  [作者] 2023 年 3 月 21 日 上午 6:07 
Honestly, even if I could replicate, I'm not sure what I'd do about it, or if it's even my problem to fix.

Disengagement is just a yes or no. It doesn't modify the ship, beyond doing damage to it. If mods can change what disengagement does, you should look at whatever mod you have that does that. If they can't, then it's a PDX bug.
Nimizz 2023 年 3 月 21 日 上午 4:38 
First time it was the war jugg I made the regular jugg but it's not had to disengage yet so I'll let you know if it breaks as well, it might be a conflict with another mod but I don't have anything else (That I know of) that changes juggs
James Fire  [作者] 2023 年 3 月 20 日 下午 8:48 
@Ligraph Ah, the new archeotech T weapon. Yeah, that's my thing to fix.

@Blanket Normal Jugg, War Jugg, both? I can't replicate with either.
Nimizz 2023 年 3 月 20 日 下午 2:28 
Looks like after a Jug jumps out of combat to avoid destruction when it returns you only get 1/3 the juggernaut and the other 2 sections are missing if you view the ship, disbanding it then remaking it fixes it but thats not ideal
Ligraph 2023 年 3 月 17 日 下午 6:16 
I am running other mods but nothing I'd _expect_ to interfere:
Softer Hyperlanes
Light Borders
!MicroMod - Galaxy Is Flat
Planetary Diversity
Planetary Diversity - Unique Worlds
Planetary Diversity - More Arcologies
Planetary Diversity - Exotic Worlds
Planetary Diversity - Reworked Habitability
Planetary Diversity - Shroud Worlds
Guilli's Planet Modifiers and Features
Juggernaut Revamp
UI Overhaul Dynamic
Dark UI
UI Overhaul Dynamic + Planetary Diversity
UI Overhaul Dynamic - Dark UI
Ligraph 2023 年 3 月 17 日 下午 6:15 
Reactors and working, and designs seem to be showing up. T slot artifact weapon still does not.

[{链接已删除}
]Juggernaut T slot[/url]

[{链接已删除}
]Titan T slot[/url]
James Fire  [作者] 2023 年 3 月 16 日 下午 5:22 
The only control I have over making a default design is a yes or no check. It is set to yes. There's nothing I can do beyond that.
pig in a pumpkin 2023 年 3 月 16 日 下午 5:03 
cannot parse what you just said
James Fire  [作者] 2023 年 3 月 15 日 下午 8:45 
It should. I can't fix it not. We just have an option to tell the game to generate it, I can't do anything if it doesn't.

Can't replicate. Do you have Titans?

Fixed
Ligraph 2023 年 3 月 15 日 下午 6:44 
Appears to be rather broken with 3.7. There are no designs created by default, you can't use the new T weapon, and no reactors give any power.
James Fire  [作者] 2023 年 3 月 3 日 下午 1:02 
There are none listed.
MRDRK1 2023 年 2 月 26 日 下午 1:38 
Any requirements before installing? Any dependencies? HUD UI or anything?
pig in a pumpkin 2023 年 2 月 13 日 下午 1:33 
Ok
James Fire  [作者] 2023 年 2 月 11 日 上午 9:16 
I couldn't replicate it.
pig in a pumpkin 2023 年 2 月 10 日 下午 4:16 
the one SgtPeppersSoul mentioned
James Fire  [作者] 2023 年 2 月 8 日 上午 9:31 
What bug?
pig in a pumpkin 2023 年 2 月 6 日 上午 3:47 
Was that bug fixed?
James Fire  [作者] 2022 年 11 月 15 日 下午 12:27 
I have never heard of that happening before. My best guess would be a mod incompatibility, but I'm not sure how that would cause that.
SgtPeppersSoul 2022 年 11 月 14 日 下午 1:35 
I've been encountering a persistent bug with the Juggernauts in this mod. Periodically (it might be related to researching a new tech they can use?), the middle and right-wing sections will completely vanish, not just from the designer, but from the active units I've already built (even if they are not upgraded).

I swear the game does not like Juggernauts having more than a single section, as I've never encountered the bug with any other ship.
James Fire  [作者] 2022 年 11 月 11 日 下午 4:59 
I have now fixed it
James Fire  [作者] 2022 年 11 月 11 日 下午 4:15 
The description suggests unlimited jugs, with 1 per 1000 naval cap.

When I originally updated it, I followed what the math was then. I appear to have not understood how it works.

I'll update soon.
Bobingabout 2022 年 11 月 10 日 下午 1:42 
Actually, set naval_cap_fraction = 0.032 for 1 to unlock every 1000.
Bobingabout 2022 年 11 月 10 日 上午 8:08 
Somebody mentioned having an issue with having 18 jugs available with a navel cap of 575.
I had 55 available with around 1400.
I looked at the code, and I can see why.
The variable Max is set to 9999, which is the total fleet limit. This basically means that as your fleet limit goes up by the fleet amount required for a jug, the jug limit will also go up.

The description suggests 1 per 1000, to achieve this you'd want a jug limit of 10.

Since the fleet size of a jug takes 32, you'd need Max to be set to 320 for a maximum of 10 jugs at fleet limit 9999.

Should also set naval_cap_fraction = 0.1 instead of 1.