Stellaris

Stellaris

Additional Vanilla Weapons - ASB Patch
38 Comments
Hellshiver  [author] 20 Feb @ 4:39pm 
Good eye! Weird it didn't pop any errors in the log. Fixed and uploading.
MightyShark 20 Feb @ 2:00am 
Missing closing brace at the end of the gfx\particles\combat\avw_plasma_4_muzzle.asset file,
Hellshiver  [author] 27 Dec, 2024 @ 1:06pm 
Found an issue with Strike Craft 6's power cost. Will be fixed with next update, coming the same day as AVW's update to add Space Fauna.
Hellshiver  [author] 12 Dec, 2024 @ 2:50pm 
Good news! Seems I hard-coded the stats when I made this add-on, so no update will be necessary to conform to the main mod changes! LOVE when things work out, don't you? ^.^
Tim Shady 3 Dec, 2024 @ 10:34pm 
Thank you for the feedback with not needing an update!
Hellshiver  [author] 21 Nov, 2024 @ 1:57pm 
Just wanted to let you fine folk know, there is no update needed for this mod currently. The changes with the main mod do not affect this one, until we get to the strikecraft. Will push an update at that time.
Hellshiver  [author] 24 Sep, 2024 @ 4:07pm 
No update required for today's patch; no out of date warning. Let me know if you find any issues!
Hellshiver  [author] 10 Sep, 2024 @ 3:58pm 
Heads up, I have not forgotten this needs updating to the new effects in ASB. Work has been busy, while RL has been demanding more attention than normal. Currently off Friday, so expect an update sometime that day!
Hellshiver  [author] 10 Sep, 2024 @ 3:56pm 
Asurewrath, I set the load order to:

ASB
AVWR
AVW-ASB Patch

Shouldn't cause issues either way, but that's how I load them.
Azurewrath 2 Sep, 2024 @ 8:05am 
Just to check, This and the parent mod should be above ASB, is that correct? (Load order)
Hellshiver  [author] 25 Aug, 2024 @ 9:23am 
First update pushed.

All Kinetic weapons, Lasers, Plasma, Disruptors, and most of the Energy Torpedoes have been updated. Increased the brightness of Plasma Thrower 6 projectiles to a "not so dull" white. Shield impacts on Mass Drivers are the standard blue currently, thinking of changing them to match the projectiles but would like some input before doing so. Something, something, match ASB directly or reduce samey effects?

Let me know if there's any noticeable issues with the new changes!
Hellshiver  [author] 23 Aug, 2024 @ 6:53pm 
Cracked the update open. It's gonna take a bit, and time is limited currently. Lots of little changes were made across quite a few files for the ASB update. I'll do what I can, as I'm able to, and push updates intermittently while not being overbearing.
Hellshiver  [author] 22 Aug, 2024 @ 4:33am 
ASB update has dropped! I'll see if I can find some time this weekend to dig in and get the update rolling. The strike craft changes are simply sublime.
Hellshiver  [author] 25 Jul, 2024 @ 3:01am 
Keeping an eye on the new effects Chickenhunt is working on, and they look fantastic! My job is getting into it's _VERY_ busy season, so it may take a few days to a couple weeks to get an update pushed when the time comes. I will try to get an update out for it ASAP, but cannot guarantee anything due to said work commitments.
Hellshiver  [author] 18 Jun, 2024 @ 1:53pm 
No update should be needed for the patch. Nothing in the main files changed that would require one here.
Hellshiver  [author] 24 May, 2024 @ 4:21am 
Yeah, it's in a weird spot. IIRC, there's a bug in the Artillery computer logic for vanilla the prevents them from stay at long range like they used to. Kind of breaks their purpose, though I think I saw a fix in one of the vanilla patch mods. Pretty sure I saw one at least, don't remember which or if it was experimental though.

I can't speak for other mods, but Additional Vanilla Components used the vanilla logic calls ( "ship_behavior = "swarm" " for instance). ASB does change those however.

The joys of modding! ^.^
Smug Saber 23 May, 2024 @ 12:21pm 
To be honest as far as ASB goes I have no clue how it (especially when using a component mod with it) changes how I should be building ship designs

What I mean is that combat computers seem entirely useless as far as behaviour goes, all ships either sit there and allow themselves to be swarmed, or just charge in and die. The behaviour of the computer typing seems to be a suggestion at the very best.

This isn't a problem for most battles, and the VFX are so much better than vanilla, but when doing something like fighting a fallen empire? Seeing all my cruisers set up for long range just death-charge into oblivion can be a tad frustrating
Smug Saber 23 May, 2024 @ 7:47am 
As far as the Kinetic Artillery color goes?
I'm no artist either, but I was already imagining a more white glow to it would be fitting. The purple itself is fine, but since it fades out at the edges it gives a very thin outline that blends into darker skyboxes. I'm running immersive beautiful stellaris mod and in some maps you just can't see the effect at all unless you zoom right in on it.

If it had a whiter glow, maybe a more defined edge I think that would be fine. With the tier II artillery and ASB the effect is noticeable mostly because of the very visible 'core' of the effect
Hellshiver  [author] 23 May, 2024 @ 6:06am 
Ignat
It would seem I was unclear. My mistake! ^.^

ASB is not the problem with achievements, as we both know the Ironman version exists. Additional Vanilla Weapons is the issue. Short of changing Stellaris' check system for achievements, AVW cannot be made compatible. As this mod is an addition to AVW, there is no purpose of making an achievement compatible version: the base mod will always break them. That's why I'd rather not have people mislead by an achievement friendly version of this patch.
Hellshiver  [author] 23 May, 2024 @ 6:02am 
Smug
Yep, that's what you're seeing. Below about 0.5 size, the trails for each missile breaks and the default trail shows. The missiles themselves in swarmer packs are just multiple calls of the base missile model, rendered smaller. I thought it was more complex as well, but it really is that simple. ^.^

Color wise, yeah. Brightening will likely be the course. Question is how: Tone changes, brightness, adding some white areas to the texture... Not sure which one or combo will be required. Perhaps a glowing edge to it instead of a fade. Lots of options!
Ignat001 22 May, 2024 @ 3:29pm 
Well, you see, ASB does actually have two versions: regular and purely graphical, compatible with ironman. I use the latter. So this way it's pretty logical for you to also make two such versions of your mod.
Smug Saber 22 May, 2024 @ 1:09pm 
As for the purple it might just need brightening if possible
Smug Saber 22 May, 2024 @ 1:07pm 
I assume what I'm seeing then without the vanilla components / asb patch and JUST asb is the regular missile effects then? They look no different to marauders but when zoomed in are obviously a cluster of missiles, if I understood your reply correctly would that mean what I'm seeing with JUST asb is unintended?
Hellshiver  [author] 22 May, 2024 @ 11:17am 
The Swarmers in ASB are kind of broken. Their animation files have launch, hit, and miss animation effects all labeled as Miss effects, which break the spiral effect among other things. Swarmer size in ASB break the individual missile trails as well. Funny thing is, both ASB and this mod call the same trail effects, just an increase in size here to restore the spiral visibility. This is the closest I can get without a solid base to start from. IIRC, the base size in ASB is 0.1 while I had to bump up to at least 0.6 to restore the effect. Settled on 0.7 for lower resolutions.

Agree about the purple effects in general. The color fades into the background far more quickly then others. Same with the Dark Matter style red laser beams. Definitely an art fix, but afraid that may be beyond my skill set. I am no artist. I'll poke around and see what I can do when I revisit this more fully, likely after the Archaeo add-on is made. Wouldn't want ASB effects to be lost for those!
Smug Saber 22 May, 2024 @ 9:01am 
Hi,
Couple of things I just wanted to point out about this patch (unsure if it's just my mod order?)
When using asb ONLY the swarmer missiles share a similar trail to other missiles effects, with this one the swarmer has a different (not as cool looking) orange, shorter trail effect.

Kinetic Artillery is a nice purple color at max tier, but seems to be much harder to see, smaller and less visible than Kinetic Artillery II with just asb. It's not a huge deal but makes watching my artillery more difficult in a large battle.
Hellshiver  [author] 22 May, 2024 @ 5:48am 
The issue with going that route is AVW will never be achievement compatible. I'd rather not have people miss that issue and become frustrated. I'm trying to NOT update this often, just because of the possible file deletion some may have done.

I'll keep an eye on requests though. We'll see which ends up being the better option!
Ignat001 18 May, 2024 @ 1:52pm 
It would be amazing if you actually uploaded two versions of this mod: current and purely graphical, ironman compatible
Hellshiver  [author] 14 May, 2024 @ 4:08am 
Shouldn't matter, as long as this patch is below them both.
Tim Shady 12 May, 2024 @ 11:07pm 
@Hellshiver Load order wise: Should AVW be above or below ASB before applying this patch?
Hellshiver  [author] 12 May, 2024 @ 7:25am 
Just putting a note here, for any concerns.

Checked the mod for the tag issues found in AVCR and AVWR. No changes were required here, as the tag changes were limited to: Titanic weapons, FTL Drives, Reactors, Thrusters, and Computers.
Hellshiver  [author] 7 May, 2024 @ 4:52am 
The legendary Chickenhunt! Thank you for putting out ASB and keeping it alive!
Chickenhunt 7 May, 2024 @ 3:45am 
oh shit, I only see this now. Great job!
Hellshiver  [author] 26 Mar, 2024 @ 4:39pm 
Alert! Ballistic Missile Threat Inbound

Enjoy gifting presents of joy to your detractors in the Senate!
Hellshiver  [author] 26 Mar, 2024 @ 1:53pm 
Kinetic weapons are up! By DAKKA be purged... or do some purging!

Working on missiles next, we'll see if I can get them out in time for the weekend.
Hellshiver  [author] 23 Mar, 2024 @ 12:49am 
Wanted to let you all know, I am working on this still. The work is tedious, and very time consuming.

Finished the following so far: Lasers, Plasma, Disruptors, Energy Torpedoes, Energy Lances, Arc Emitters, Matter Disintegrator II, and Phase Lightning.

I'll try to get it packaged up for you all tomorrow morning, so we can all have an energetic weekend!
Hellshiver  [author] 18 Mar, 2024 @ 12:35pm 
Working on correct color effects.

Seems some of them are already changing color, but I'd rather overwrite AVWR's GFX files than the current "just call ASB variables and leave all this excess data for no reason" version of implementation currently used. Lord, I hope Chickenhunt doesn't overhaul all these again...
Hellshiver  [author] 13 Mar, 2024 @ 6:22am 
Should be working fine, was made for the 3.11.* patch cycle. Haven't seen any issues using it on my end, but can push an update.
Bloody_Odin 13 Mar, 2024 @ 3:13am 
please update