Stellaris

Stellaris

BetterArcheotech
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
perl 18 Jan @ 8:18pm 
Great work
Scolias  [author] 18 Jan @ 5:41pm 
Archeo Missiles upgraded. Overall damage is slightly above T5, damage per strike is much lower but the fire rate is much higher.
Cúchulainn 15 Jan @ 9:17pm 
I dont think this requires an update, but not sure totally!
odoniel 7 Jan @ 1:16pm 
Yep Nano missiles are T3 the rest seems to work.
hydra 16 Nov, 2024 @ 10:24am 
Nano missiles are still T3
samsockeater 7 Nov, 2024 @ 5:47pm 
alright
Scolias  [author] 7 Nov, 2024 @ 2:26pm 
@samsockeater I haven't had any issues with it.
samsockeater 6 Nov, 2024 @ 3:48am 
does the mod linked in the description still work?
Usernames Are Hard 4 Nov, 2024 @ 1:44pm 
Compatible with space fauna mutations?
Cap'n Professional 2 Nov, 2024 @ 12:51pm 
@Scolias thanks for the response (and sorry not to respond sooner). I'll dig into ESC NEXT's catalog because they seem to have supplemental overwrite add-ons to support tons of mods affecting tech. If there isn't one, I may try to make a bridge mod myself and I'll let you know if I do. Thank you again for keeping this mod up and updated so quickly--it remains one of only four or five that I 'must have' to play Stellaris properly IMHO.
Scolias  [author] 1 Nov, 2024 @ 6:05pm 
@Go Bruhins no it works fine. You don't need the ODS file it's just a visual aid. You /do/ need to be on the latest patch though.
Go Bruhins 1 Nov, 2024 @ 3:27am 
it's broken as of halloween. worked normally a day ago. it's missing weapon_components.ods now there is only weapon_components.csv
Odin 30 Oct, 2024 @ 3:22pm 
Sweet I'll give it a shot and let you know if I have any issues on my current playthrough!
Scolias  [author] 30 Oct, 2024 @ 3:21pm 
@Odin I think I have it fixed.
Odin 30 Oct, 2024 @ 3:10pm 
No worries dev. I just let that comment for other users :)

Thanks for all the hard work on your mods.
Scolias  [author] 30 Oct, 2024 @ 2:49pm 
@Odin Working on it now.
Odin 29 Oct, 2024 @ 8:06pm 
Just a heads up this mod is broken on the latest patch. Makes all weapons do 10000 DPS but have 0 fire rate. Borked right now.
NotFox 16 Jul, 2024 @ 11:14am 
Hell Yeah! W mod Author
Scolias  [author] 14 Jul, 2024 @ 9:46pm 
@Darovit & NotFox, Buffed ancient suspension field.
NotFox 20 Jun, 2024 @ 11:29am 
I second Darovit, I would like the suspension field to be increased to 5 as well, I love the hardening it provides but the difference between it and late game shield techs in terms of raw hit points is annoying.
Darovit 22 May, 2024 @ 3:44am 
Is their a reason why the Ancient Suspnsion Field wasnt raised to tier 5?
Scolias  [author] 7 Jan, 2024 @ 7:49am 
@odin It adds the standard bonus's to the items, so it gets the buff + the perk buff.

@Capn I'm sorry I'm not sure what you're referring to. If you have other mods that affect archeotech they will conflict unfortunately.
Odin 31 Dec, 2023 @ 7:17pm 
It amazes me how weak 90% of the Archeotech stuff was. With this mod I finally have a reason to put pulse armor on my ships! I wasn't able to notice a difference between having Archeotech and not having it. How does the Archeotech perk from vanilla interact with your mod? (I might just be dumb and missing it)
Cap'n Professional 22 Dec, 2023 @ 7:47pm 
Does this work OK with ESC NEXT and its further progression of archaeotech? I ask because I'm not getting the tech-fusion tree in ESC anymore, so I am unsure whether it's a matter of load order or just really terrible luck this playthrough. I can't see any place where simply altering the numbers of the components should overwrite that piece of the tree. All other ESC components work fine, and this is working fine on the root archaeotech weapons themselves.
Scolias  [author] 4 Dec, 2023 @ 8:43pm 
@ SgtWhatsHisName I checked the Macro batteries and the tracking/accuracy matches the main game files. That's default. The only number that was changed on my end was a small bump in the main damage numbers. However I buffed the accuracy to also match the main kinetic. What a weird design decision. Nano missiles should be fixed as well, not sure how that happened because I never buffed them.
SgtWhatsHisName 2 Dec, 2023 @ 2:39am 
your mod has an issue with the ancient nano missile cluster. it seems there is no projectile linked to the weapon (it shows no hull or armor for the missile and launches nothing), also large ancient macro cannons (forget the name but thats close) are really bad. they seem to have a typo in either their tracking or accuracy.
rojogames371 29 Nov, 2023 @ 6:50am 
archeotech is stupidly overpowered on crisis ships because it's stupidly cheap for how effective it is, especially if you take the ascension perk.
greatswizard 26 Nov, 2023 @ 1:45am 
archeotech always needed a buff, thank you for that. I personally only use them when I'm going for a become the crisis built.