Stellaris
Tech Tier Numbers on Laser Icons
16 bình luận
Peter34 1 Thg10, 2018 @ 5:02am 
Thanks!
mk-fg  [tác giả] 30 Thg09, 2018 @ 7:52pm 
Finally remembered to make the mod for other tech icons at a good time, here it is:
https://sp.zhabite.com/sharedfiles/filedetails/?id=1527522376
Note that it includes more than just reactors, as shields, thrusters, sensors and many other things didn't have numbers either.
mk-fg  [tác giả] 17 Thg09, 2018 @ 10:28am 
Yeah, should only take a dozen minutes in gimp.
Didn't notice these on reactors myself, and I think thrusters are missing tier icons as well, maybe sensors too...
Peter34 17 Thg09, 2018 @ 9:10am 
Can you make a similar mod for the Reactor modules? It's slightly annoying to have to remember how the various names are tiered. Or the subtle colour differences.
Peter34 23 Thg08, 2018 @ 12:16pm 
I dislike the concept of Laser wavelengths that are "sidegrades", equivalent but different. It can easily become far too complicated to decide how to outfit ships, compared to the current system, where each new laser type is an upgrade relative to the previous type.

Especially since Stellaris is a *grand* strategy game. Fiddling around with micromanagement stuff is non-grand.
mk-fg  [tác giả] 23 Thg08, 2018 @ 9:27am 
There are distinct weapons in the game, they just aren't lasers, and I struggle to think why makings diff-colored lasers have wildly different effects would be a good idea, to be honest. It'd be even more confusing, for starters, and counter to any kind of intuition, pretty sure.
I think more combat mechanics might be needed before expanding weapon types anyway, as all current ones seem to be well-covered by existing stuff, and I dare you to propose a weapon type within these which wouldn't be redundant with something already there.
(got this opinion when trying to come up with a role for hangars in my other mod, ending up making them into essentially more resilient missiles, every other niche I could find was taken)
Keltskiy 23 Thg08, 2018 @ 3:18am 
Hopefully in the future instead of having more advanced lasers the diffrent colors acctually mean something like diffrent effects and stuff not just this laser hurts more then that one.
Quality Quaas 16 Thg05, 2018 @ 10:21am 
Thank you. Very helpful
torn223 15 Thg05, 2018 @ 6:55pm 
thank you MacFag
mk-fg  [tác giả] 14 Thg05, 2018 @ 4:35pm 
They do have that on ship component icons (legally distinct), which is probably why it slipped thru the cracks for so long - missing numbers there would've been even more confusing.
arthour05 14 Thg05, 2018 @ 4:04pm 
I.....I genuinly thought they already had that....
TheClassiestMajinBuu 14 Thg05, 2018 @ 5:45am 
Literally unplayable otherwise, thank you mk-fg
aZmoDen 13 Thg05, 2018 @ 6:54pm 
n1 mk-fg
mk-fg  [tác giả] 11 Thg05, 2018 @ 9:28pm 
To be fair, they're visualized like proper beams in stellaris, not "bolts" like with blasters and such, and IMO look much prettier than bolts ever can.

It is an abstract visualization though, as indeed if it was simulation-like camera, there'd be no beams (except maybe in nebulas, where there's at least something to scatter from), definitely no red/gamma/x-rays (outside visible spectrum), and nothing in space at all that'd be larger than pixel-sized due to astronomical scale.
But since it is visualization, no excuse for not making it more convenient and pretty, which is the purpose of such things after all.

You can never have enough Quality in your Life, even if you are James Quall.
d_valroth 11 Thg05, 2018 @ 3:34pm 
I guess they figured the order of the spectrum was obvious. They do seem to be nerds. At the same time though, they shoot visible "laser bolts", so...
loinbread 11 Thg05, 2018 @ 2:02am 
This mod has more QoL than James Quall