Stellaris

Stellaris

Star Trek Weapons and Components
262 条留言
Modern Spartan 10 月 23 日 下午 8:34 
@KayinDreemurr I will try it out, thank you!
KayinDreemurr 10 月 23 日 下午 8:32 
Plasma weapons works good for the Borg if ya wanna make use of this mod.
Modern Spartan 10 月 23 日 上午 6:52 
Ah okay. I was hoping for just their weapons and components, but fair enough 👍
GENOBEESRAGE  [作者] 10 月 22 日 下午 4:40 
Entirely seperate mod
Modern Spartan 10 月 22 日 上午 10:29 
Or are they not a thing here?
Modern Spartan 10 月 22 日 上午 4:16 
Which one of these would be Borg weapons?
finoman 9 月 24 日 下午 10:14 
i would like that, BUT.......... uhhh...... lets say the graphics of the blasters are.. kind of weird, and the sound effects tends to break in battles
GENOBEESRAGE  [作者] 9 月 24 日 下午 7:22 
If you want blue plasma weapons. You want the Star wars weapons with the blue colour.
KayinDreemurr 9 月 24 日 下午 3:59 
finoman- in trek plasma weapons have been (generally afaik) Green, same as most disruptors.
I think with the exception of the Andorian phasers and some of the TOS era Fed phasers, the only weapons that had blue color were Tetryon weapons?
finoman 9 月 24 日 下午 1:42 
i like the design of the plasma weapons... BUT GREEN???? NO BLUE?????? (sorry i dont know much about star trek im just trying to find mods that adds blue plasma weapons or similars)
MightySatsuma48 9 月 22 日 下午 6:13 
speaking of torpedoes... Quantum?
KayinDreemurr 9 月 22 日 下午 5:45 
Andorians had blue phaser beams, not sure on the torpedoes. As far as I know the New Civilization mod simply came up with blue and faster firing (but less damaging) variants of the beam and cannon phasers.

As an aside, maybe have Dilithium Core component give a power boost? early game just researched frigate and the tier 1 torpedo for frigate makes it so I can't initially place any shields on the ships til I research the next rank of power reactor.
MightySatsuma48 9 月 22 日 下午 12:15 
they have cannons at least based off star trek online. Also your content is amazing!!
GENOBEESRAGE  [作者] 9 月 21 日 下午 10:31 
Nah you werent rude. I have not had much in the way of rude comments from memory, probably cause my stuff aint that popular, was fully expecting multiple rage comments about how this this and this are not lore accurate and i should be ashamed or something.

As for cold cycle, maybe. Did andorians just have beams or did they have cannons aswell, blue photon torpedoes or something different, i have not watched Enterprise in a while.
KayinDreemurr 9 月 21 日 下午 5:50 
I blame all my run throughs as the Andorians in the New Civilizations mod making me want this to have the blue cold cycle phasers :P
Roland 9 月 21 日 下午 4:42 
A little bit more red or orange in the phasers could be sweet! Thanks. This is a great mod I just wish for a Kzinti, a Lyran, a Hydran and a Gorn shipset, then it would be SFB!
MightySatsuma48 9 月 21 日 下午 3:11 
Ty sorry if i sounded rude. I really love your mod!!!
GENOBEESRAGE  [作者] 9 月 21 日 上午 6:40 
Ill see what i can do satsuma (i hate being colour blind sometimes)
Roland 9 月 20 日 下午 1:43 
Ok now my Klingons seem to be sticking to disruptors. I will look again later in the game.
MightySatsuma48 9 月 20 日 上午 11:23 
any chance we can make the phasers more orange or even red? they look weird bright yellow
Roland 9 月 19 日 上午 5:08 
I will check the latest playthrough today and report back!
GENOBEESRAGE  [作者] 9 月 19 日 上午 12:36 
they shouldnt, unless you accidentaly gave them two traits, they should ownly use the weapons assigned by the trait.
Roland 9 月 19 日 上午 12:18 
I do want the Dilithium core player only. I just have a real desire for what SFB did on a hex map. Plasma Torps should be more like seeking weapons and missiles for the right flavor. Polaron is good, I dont think AI should ever use more than one of them though, my Klingons seem to use Polaron AND disruptors, it is minor, just feels a little different. Thanks Buddy! Good work.:steamhappy:
GENOBEESRAGE  [作者] 9 月 18 日 下午 9:18 
polaron is kinda already a better phaser, they have a slight shield pierce, i am trying to keep them semi inline with vanilla counterparts, that is originally what i had where each weapon had differeing strenghths and weakness's, the torpedo particles has issues when set as a missile, it tends to take right angle turns

do people want the dilithium core to be player only?
Roland 9 月 18 日 上午 8:02 
I love this MOD and I am in no way criticizing. Thanks!
Roland 9 月 18 日 上午 8:00 
My 2 cents freely given and easily ignored. Beams could do average damage, have long range. never miss and fire at an average rate (PD should fire fast). Pulse weapons should do above average damage, have below average range, have below average accuracy, and fire at average rates. Torpedoes could maybe vary by type more, ( Photons re-arm and travel fast, Plasma Torps do a nasty lotta damage but take forever and move slow and could be shot down by PD energy weapons, etc) all of them should be less useless versus shields, but they should all have slower rates of fire and average ranges or less but never miss. Phasers seem to be equally effective vs shields, hull and armor, Disruptors might be extra effective versus armor and hull, Plasma should be extra effective versus Armor and hull and less so versus shields, maybe and Polaron should be equal versus all like a better phaser.
n8 9 月 17 日 上午 9:55 
ah, i see
GENOBEESRAGE  [作者] 9 月 16 日 下午 4:44 
which weapons are the issue? cannons have the same damage for all sizes, they just fire twice as fast as the previous size. so if an S firres once every 4 days, and M fires every 2 days, as far as the damage range, i just prefer to take the RNG out of the damage values themselves and instead put it in the fire rate.
n8 9 月 16 日 下午 2:51 
while his mod would be nice the values alitte weird, damage with most weapon is at 16 an all lvs and slots, but everything else is useable, strike craft are op
GENOBEESRAGE  [作者] 9 月 14 日 上午 5:50 
could make it an event at game start that determines AI weight, still leaving it usable by the player, but not the AI, but that begs a different question, how to make it so it isnt messed at the start, by either AI initial ships having it, or having to refit your starting ships which you would not be able to do with any speed.
sdschildberg 9 月 13 日 下午 7:58 
Will there be an option to disable the dilithium core? While I somewhat like the idea of a fleet of "hero ships" for the UFP, every AI takes it making it not feel heroic anymore.
GENOBEESRAGE  [作者] 9 月 11 日 上午 3:58 
power should be equal to vanilla values, yer the idea behind the core was to make i less is more, it shows it in the design screen, but you wouldnt think to look there without being prompted, as nothing else in the game actuallly has that effect i think.
KayinDreemurr 9 月 10 日 下午 9:57 
The dilithium core tech auxillary thing is a nice idea though. Took a moment to realize it was making my naval capacity higher than it would be otherwise.
KayinDreemurr 9 月 10 日 下午 9:55 
May wish to add in either a different power core tech, add power generation to Warp Cores, or see about tweaking some power usage of some things. Using plasma weapons tech and I found issues for power cropping up a tad bit sooner than expected.
timmenator1 8 月 31 日 上午 11:30 
sounds great
RedRapture 8 月 30 日 上午 8:36 
I'll test too, instead of just preaching.
GENOBEESRAGE  [作者] 8 月 30 日 上午 7:32 
I could do that. Ill test to see if it functions that way.
RedRapture 8 月 30 日 上午 6:33 
I'd say, in order to ensure more powerful weapons are used, weight it so that each tech level has a higher weight than the previous. That way if you get stuck on, say, beam phasers but your starbase was weighted to take pulse, it'll change to beam because that's the higher tech level.
GENOBEESRAGE  [作者] 8 月 30 日 上午 5:04 
Its just a matter of me checking the nsc files to see, and then getting the cost of the ships and tripling it to get the module cost.
GENOBEESRAGE  [作者] 8 月 30 日 上午 4:58 
They are weighted exactly the same, 1000 atleast should be. For my empire they use phasers and torpedoes. The initial design at the start of the game use the cannons. But auto design uses phasers and torps. This is controlled by the AI personality: which has four different preferred weapon types, kinetic, energy, strikecraft, and explosive. This can be overridden by putting a weight higher than the other. But when they have the same weights. It picks two of its favourite and one of the others.
timmenator1 8 月 29 日 下午 1:29 
OK, well thank you for responding, would be amazing to see the function on NSC3 stuff
RedRapture 8 月 29 日 上午 5:09 
@GENOBEESRAGE I did some research and the issue with the starbase prioritizing using torpedoes and pulse phasers over all else appears to be based upon the AI weighting for using the weapons.
GENOBEESRAGE  [作者] 8 月 29 日 上午 12:28 
its because i had to do one per ship class, ill have to check what the exact names of the NSC classes are.
timmenator1 8 月 28 日 下午 9:54 
I was trying to use this with nsc3 ships, I’ve noticed some ships don’t include the “dulith components” or I forget what it’s called but it applies the 300% buff overall. Any ways, can you add that over to all ship classes in NSC3 please? Thanks for making this btw, I’m loving the mod.
GENOBEESRAGE  [作者] 8 月 24 日 下午 3:46 
No it depends on your races preferred weapon type. Which sadly cannot be controlled.
RedRapture 8 月 24 日 上午 7:38 
Is there any way to fix an issue with the starbases never picking anything but photon torpedoes and pulse phasers as weapons, even when there are more powerful options available?
RedRapture 8 月 22 日 下午 6:11 
On it. Please contact me privately for how to send it to you.
GENOBEESRAGE  [作者] 8 月 22 日 下午 5:15 
feel free.
RedRapture 8 月 22 日 下午 2:22 
@Genobeesrage, If you like, I can do a full technobabble in the greatest of Star Trek traditions for your localization file so that the weapons and techs have descriptions that are in line with the TV shows.
GENOBEESRAGE  [作者] 8 月 17 日 上午 6:16 
thst shipgirl mod just flat out doesnt work for me, so i cant test anything.