Stellaris

Stellaris

Wave Motion Gun [DISCONTINUED]
30 条留言
SkyStream  [作者] 2018 年 8 月 22 日 下午 2:37 
@IRONDALEK

Paradox games are actually pretty easy to mod as almost everything can be modified/created through a text editor like Notepad++ (just, don't use the regular notepad). And I'm pretty much self-taught with help from the time I spent learning Computer Sciences.

However, some things are pretty hard to do. Even when I was working on this mod, I had a document in which I classified the difficulty of everything I had to do so that I knew on what to focus.

However, the one big issue with Paradox games is the amount of files you need to work in to build a brand new component and Events are an absolute pain to cross-reference.
IRONDALEK 2018 年 8 月 22 日 下午 2:18 
Where did you learn modding and what program(s) do you use. Im interested in making mods for a few paradox games but cant find a good place to start.
Texshi 2018 年 2 月 15 日 上午 10:44 
Bummer I wish someone would make EDF ships for this game and then this mod included that would be cool as hell
𒀭 Enki 𒀭 2017 年 12 月 16 日 上午 9:13 
RIP
Zetacius 2017 年 5 月 28 日 下午 5:49 
1.6.1 now, would this mod still be kept up to date?
SkyStream  [作者] 2017 年 4 月 10 日 上午 7:48 
so, now that patch 1.5 has come, I have seen what can be done to improve the mod (although it'll have to wait till I pretty much "finish" my current campaign). And I think I'm going to have to create a secondary download link as Utopia's ascension perks are just SO GOOD for locking extremely dangerous technologies like T4 and T5 XL weapons. I will eventually create a "downgraded" version that can be used with the base game, but it won't be my initial focus.
Boxington Washington 2017 年 3 月 26 日 下午 1:20 
hell yeah.....
Siuwa 2017 年 1 月 29 日 上午 12:51 
Is it a technology? I can't reserach it(in 1.4.1 though, so idk)
GarGhuul 2017 年 1 月 12 日 下午 7:19 
Sounds fair to me, just give us back the paycheck advance we sent you. Oh, wait.
:-)
SkyStream  [作者] 2017 年 1 月 12 日 下午 2:37 
Not sure if anyone will read this. However, I make the resolution to finish my plans for this mod sometime after the Banks update releases (just in case they add new modifiers I could use for some of the additional weapons)
Acb197 2016 年 11 月 28 日 上午 11:27 
Fool! Wave motion technology is not to be used as a weapon!
GarGhuul 2016 年 11 月 8 日 下午 1:31 
Can't help it: I vote this mod be subtitled:
"Spinal Mounts that go to 11"
SkyStream  [作者] 2016 年 11 月 4 日 下午 8:30 
Good and Bad news for this mod!
The Stellaris devs have FINALLY realized how bad XL weapons are in their default version.
The bad news here is that it means that once Stellaris 1.3.2 launches sometime next week, this mod will become very much less useful unless you really want overpowered spinal weapons.

The good news for this is that it means that to keep the mod relevant, Tier 3 and 4 XL weapons will come much faster. And most of the heavy damage of the "current Tier 2 weapons" of this mod will be moved to Tier 3
GarGhuul 2016 年 10 月 31 日 下午 2:24 
Acme inc: Finding new and interesting ways to blow s#it up since 1962.
SkyStream  [作者] 2016 年 10 月 31 日 下午 2:21 
The scope of the mod MAY increase as I get closer to its final version since I keep finding triggers and effects that could be SO USEFUL.
GarGhuul 2016 年 10 月 31 日 下午 12:14 
Well okay, MORE handicapped: The always-best code seems to be either giving ships the wrong combat computer or none at all. So evade/tracking/speed/fire rate and so on are not what they should be.
SkyStream  [作者] 2016 年 10 月 31 日 下午 12:04 
ANd nevermind my previous post, I wasn't sure what NSC meant so after typing that, I went to search it on the workshop and I saw what those Flagships are all about. And yeah, it doesn't look like they actually use Empire_Unique, but an happiness hit per additional flagship... which makes me think I might not need the policies after all. (Although the hit wouldn't be on your Empire's happiness, you'd expect them to still be happy even if you created more than 1 Flagship...)
SkyStream  [作者] 2016 年 10 月 31 日 上午 11:54 
AI being handicapped.... weren't they always handicapped though? except for the Crisis and Awakened Empire AIs.... but even then, it's mostly normal AI with tons of bonuses.... and my guess is that "Flagships" use the Empire_Unique modifier which is good when you need to be capped to ONE ship, but if you want the cap to be a bit higher, you'd need something else....

I feel like the planned "Space UN" will be VERY useful as Paradox could inspire themselves off historical regulations that have been passed like the one which limited the size of Battleships.
GarGhuul 2016 年 10 月 31 日 上午 11:30 
Bear in mind the AI has been seriously handicapped since 1.3 dropped. Until the combat computer/behavior bug is fixed you may want to hold off on balancing.
You may also want to look at the code the NSC folks use to restrict thier "Flagship" class.
SkyStream  [作者] 2016 年 10 月 31 日 上午 10:17 
Right now, my idea to restrict "higher tier" weapons is through the use of Policies, however, I'll be honest, this is my first actual mod and I have no idea if you can tell the game: "if the empire has more than x amount of Battleships with XL weapons, prevent the construction of battleships with XL slots if this policy is at a specific regulation". Although, it would probably be easier to tell the game: "if the empire has x amount of Battleships (and only battleships), restrict construction on them" but then I'd probably need to create an in-between Battlecruiser class which can't use XL guns but still has pretty much the same gamestyle as current battleships....
Kasarian 2016 年 10 月 31 日 上午 8:56 
My best was about 90 battleships (+support ships) - funny thing about is that due to retarded Ai and plain unluck with hit rolls my fleet ost to Fallen empire 3 times in a row... Adv Gov types + planets + research + edicts can surprizingly give you a lot of upkeep.
SkyStream  [作者] 2016 年 10 月 31 日 上午 8:40 
50-60 O_o, How do you even support that many battleships Maintenance costs? You'd need.... half the galaxy maybe? But yeah.... 60 Spinal weapons with this mod is a bit... too much. I have an idea on how to make spinal weapons not be that prevalent, but it might take me a few more days to get it working
Kasarian 2016 年 10 月 31 日 上午 8:33 
Ummmm... Usually I have at the very least 50-60 battleships (artillery +carrier/artillery hybrids) in my fleets hence my worry about disparity, how about deciding an average of spinal mounts and balancing about that?
SkyStream  [作者] 2016 年 10 月 31 日 上午 8:11 
@Kasarian
yeah, it might be, balancing is a pretty finicky thing to do... the main problem I have is that I definitely balanced those for "1 Spinal-equipped ship" at a time.... but of course, even though it's hard to use more than 8-15 Battleships, it is still 8 spinal weapons at a time...
Kasarian 2016 年 10 月 31 日 上午 7:03 
Isn't bigger range AND tracking bit too much on Lances compared to Cannons? (damage on Cannons on the other hand seems a bit... too much)
GarGhuul 2016 年 10 月 27 日 下午 10:03 
Here's hoping you can crosswire the Arc weapon with a Particle Lance. Fire the MAIN GUN! WOO!
SkyStream  [作者] 2016 年 10 月 27 日 下午 8:39 
Updated to 1.0.1 as well as made it Stellaris 1.3.1 compatible.
Barring any need to balance the weapons or their techs again. The next update SHOULD introduce new weapons.
WesFox13 2016 年 10 月 27 日 下午 8:15 
I'm subbing just for the awesomeness that is Space Battleship Yamato. :3
GarGhuul 2016 年 10 月 27 日 下午 1:18 
Subbing on principle.
SkyStream  [作者] 2016 年 10 月 26 日 下午 8:14 
Good and/or bad news for everyone subbed to the mod, a balancing update will be coming in the next 24 hours.
Of note are:
1. A 12 to 28% nerf on Energy Lances' damage since they can partially pierce shields and currently have... enough range to take out about 80% of a level 6 Spaceport before they get to engage with their brawling weapons.
2. A small increase to the minimum damage of the Cannons for nor particular reason. Note, it's small relative to the current strength of Cannons.
3. Build and Power cost changes for all Spinal weapons. Overall, they're more expensive in terms of Minerals and their Power costs tend to vary with the lances' being spiked. I may need to eventually rebalance Lances.
4. Secret something. I'm not even sure it'll be findable. But that secret something is still heavily in development.