Stellaris

Stellaris

BetterArcheotech
38 kommentarer
スカイ 25. juni kl. 0:01 
Hope you're able to find the time to work on this mod again soon. Archeotech COULD have been a great feature
Apocrypha 30. maj kl. 13:52 
Week 2 of kindly asking you to update this mod :steamsad:
thanatos 23. maj kl. 20:43 
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. maj kl. 16:15 
This mod is truly amazing. I love archeotech. Can't wait for this to get updated. :steamhappy:
thanatos 8. maj kl. 20:15 
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  [ophavsmand] 8. maj kl. 18:51 
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. maj kl. 22:07 
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. kl. 18:54 
thx. can you make a change list?
Scolias  [ophavsmand] 19. jan. kl. 10:02 
@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. kl. 20:40 
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. kl. 20:18 
Great work
Scolias  [ophavsmand] 18. jan. kl. 17:41 
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. kl. 21:17 
I dont think this requires an update, but not sure totally!
odoniel 7. jan. kl. 13:16 
Yep Nano missiles are T3 the rest seems to work.
hydra 16. nov. 2024 kl. 10:24 
Nano missiles are still T3
samsockeater 7. nov. 2024 kl. 17:47 
alright
Scolias  [ophavsmand] 7. nov. 2024 kl. 14:26 
@samsockeater I haven't had any issues with it.
samsockeater 6. nov. 2024 kl. 3:48 
does the mod linked in the description still work?
Usernames Are Hard 4. nov. 2024 kl. 13:44 
Compatible with space fauna mutations?
Cap'n Professional 2. nov. 2024 kl. 12:51 
@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  [ophavsmand] 1. nov. 2024 kl. 18:05 
@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 kl. 3:27 
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. okt. 2024 kl. 15:22 
Sweet I'll give it a shot and let you know if I have any issues on my current playthrough!
Scolias  [ophavsmand] 30. okt. 2024 kl. 15:21 
@Odin I think I have it fixed.
Odin 30. okt. 2024 kl. 15:10 
No worries dev. I just let that comment for other users :)

Thanks for all the hard work on your mods.
Scolias  [ophavsmand] 30. okt. 2024 kl. 14:49 
@Odin Working on it now.
Odin 29. okt. 2024 kl. 20:06 
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. juli 2024 kl. 11:14 
Hell Yeah! W mod Author
Scolias  [ophavsmand] 14. juli 2024 kl. 21:46 
@Darovit & NotFox, Buffed ancient suspension field.
NotFox 20. juni 2024 kl. 11:29 
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. maj 2024 kl. 3:44 
Is their a reason why the Ancient Suspnsion Field wasnt raised to tier 5?
Scolias  [ophavsmand] 7. jan. 2024 kl. 7:49 
@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 kl. 19:17 
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 kl. 19:47 
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  [ophavsmand] 4. dec. 2023 kl. 20:43 
@ 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 kl. 2:39 
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 kl. 6:50 
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 kl. 1:45 
archeotech always needed a buff, thank you for that. I personally only use them when I'm going for a become the crisis built.