Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
ASB
AVWR
AVW-ASB Patch
Shouldn't cause issues either way, but that's how I load them.
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!
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! ^.^
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
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
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.
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!
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!
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.
I'll keep an eye on requests though. We'll see which ends up being the better option!
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.
Enjoy gifting presents of joy to your detractors in the Senate!
Working on missiles next, we'll see if I can get them out in time for the weekend.
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!
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...