Stellaris

Stellaris

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BetterArcheotech
   
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22 Nov, 2023 @ 1:05pm
18 Jan @ 5:40pm
7 Change Notes ( view )
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BetterArcheotech

Description
V1.0
V1.1 - Update to 3.10.1 Patch
V1.2 - Bug fix nano missle, buffed tracking for Ancient Macro Batteries to be more inline with standard kinetic.
V1.3 - Update to 3.12.5 & Buffed Ancient Suspension Field to Level 5 shields per user request.
V1.4 Latest Patch borked the mod a bit, this should fix it. I can confirm the 0 damage bug/endless combat is fixed.
V1.5 Archeo Missiles upgraded.

MAGA - Making ArcheoTech Great Again.

Ups the tier of Archeoweapons and armor to T5 instead of t3. Enjoy

You're still gated by the amount of Minor artifacts, so the items might as well be powerful.

If you're needing a few more artifacts... try my other mod!

https://cs2bus.com/sharedfiles/filedetails/?id=3093326895

Please note this only changes the ArcheoArmor, and regular size ship up to and including battleship weapons. Titan+ weapons stay the same as I felt they were strong enough already.

Shoutout to CrossBlue for getting me into the game!
38 Comments
スカイ 25 Jun @ 12:01am 
Hope you're able to find the time to work on this mod again soon. Archeotech COULD have been a great feature
Apocrypha 30 May @ 1:52pm 
Week 2 of kindly asking you to update this mod :steamsad:
thanatos 23 May @ 8:43pm 
This mod fixes the flaws in most weapons and modules, yes it's very good, I hope it will be updated one day too, if I knew how to mod, I would do it myself but I can't do it, I've already tried. :)
Apocrypha 23 May @ 4:15pm 
This mod is truly amazing. I love archeotech. Can't wait for this to get updated. :steamhappy:
thanatos 8 May @ 8:15pm 
No worries, thank you for creating this mod, it's really good, I would like to ask you one thing if you ever decide to rewrite your mod, would it be possible to put the titan's weapon at 150 range please? 120 range is really too tight especially when you come across flesh armored ships with 4 type x weapon slots
Scolias  [author] 8 May @ 6:51pm 
Yeah I'm probably going to have to rewrite all my mods for the new update. I might just make new versions, haven't decided yet. I'll get to it soon
thanatos 7 May @ 10:07pm 
Hello, I would like to inform you that your mode breaks the new biological weapons of the new ships, reducing their damage to 1 point with a range of 0. Have a good day :)
Dovakim 31 Jan @ 6:54pm 
thx. can you make a change list?
Scolias  [author] 19 Jan @ 10:02am 
@perl yeah this was like my first mod ever for this game. I might redo the whole thing eventually I've learned a few things since then
perl 18 Jan @ 8:40pm 
I took a look at the files to see why it was breaking compatibility with ESC and ACOT. It seems that you overwrite all vanilla components along with your mod. You don't actually need to do this, if you only include the archeotech components in your file and rename the file to something else (betterarcheotech.txt) it'll work better