Update

This mod is now live on steam: Steamcommunity.com

Renamed to A Better Weapons and Ships mod (ABWS) due to potential naming clash with another mod.

---------------------------------------------------------------------------------------------------------

The aim of this mod is to fix the bland ship/weapon sizing where size of ship/weapon/component does not make a difference and scales pretty linearly. Bigger is a lot better now, but is not always the best choice. Weapons are now specialised properly and are all viable throughout the game. Weapons and components receive a fair boost for each tech level and a smaller high-tech fleet should work pretty well against a bigger low-tech fleet. Even monster weapons are now fairly viable, so don't expect to roll over the natives either.

Taking on spaceports is now pretty difficult making an early game no/low tech corvette rush pretty difficult with even cruisers getting potentially one shotted, so taking down spaceports are no longer without significant losses (probably). Mining/research stations, Science ships are moddable and reflects their costs, giving you greater flexibility to arm or not arm them.

Always looking for advice/feedback for the mod.

PS: The joy of finishing the mod for v1.1 and seeing v1.2 come out a few hrs later...
PPS: And the joy of updating for v1.2 and patch v1.2.1 coming out a day later...

--------------------------------------------------------------------------------------------------------------

Ships:
Larger ships gets a non-linear boost to ehp and slots. Some different costs for different ship modules. Cruisers gets an aura and Battleships gets a second one, empty aura slot gives bonus power. Auras gives more types of effects. Corvette spam effectiveness should be greatly reduced in favor of a mix of ships classes. Now with weaponized science and colony ships! (Colony ships partially broken)

Stations:
Spaceports are pretty scary now, I think I overdid it. Mil stations now are also stronger and with better auras. Minefields are potentially very scary now and can do significant damage if your ships stay in there long enough. Civvy stations can be armed well enough to take out the odd corvette or two but it would cost a lot more.

Weapons:
Much more variation in effects, damage, range, ROF, etc. Should be a lot more balanced with no single type of weapon owning in the game with unique specialities. Larger slots get additional bonuses as compared to smaller slots. Fighters/bombers are now very interesting and should be viable. PD is nerfed/buffed and flak is actually useful now.

Components:
Larger components get better/extra effects. More effects added to different components. HP and shield regen in battle is now very viable and armour is boosted, so bring AP and AS weapons. Early shields is now pretty much a must (or not).

(NEW: 1.2.1a) Space combat:
Now ships chase each other around in a more dynamic battle over a larger area.

(NEW: 1.2.2a) Monster weapons:
Redid all monster weapons to be useful and each has their own unique uses. Still relevant in late game too!

----------------------------------------------------------------------------------------------------------------

Overall: armour is boosted, shields are stronger and have much faster regeneration. Large slots gives additional bonuses and medium/large slots have better efficiency as they get bigger. Sensors gives better bonuses with higher tech level but power costs doubles each level. Ships speed up when entering combat and energy maint costs is decreased while mineral maint costs are increased. Larger ships gets a non-linear boost to hp and armour and some additional slots.

Lasers: high accuracy, medium-long range, medium rof, medium damage, slightly weak to shields, good vs armour. Best for taking out high evasion corvettes or high armour.

Plasma: decent accuracy, short ranged, medium rof, high damage, very weak to shields, highest armour pen. Will eat through an unshielded battleship at close range but once shields are involved the damage drops off rapidly.

Lances: good accuracy, long ranged, very low rof, high but random damage, low shield pen, high armour pen. Single hit can kill a basic corvette but it tends to overkill and have a very slow rof. Good long ranged firepower against capital ships but not ideal vs fast swarms.

Arc emitters: perfect accuracy, medium range, high rof, highly random damage, medium dps, high shield pen, low shield damage, good armour pen. Ideal for taking on corvettes or heavily shielded ships. Best after shield damage but is eclipsed by other weapons vs shield/armour.

Disruptors: good accuracy, medium ranged, low dps, extremely powerful vs shields. Pair with plasma for a good close ranged fleet.

Energy torpedoes: good accuracy, very long ranged, slow rof, good damage, high shield pen, negligible armour pen. Good long ranged weapon that ignores most shields but doesn't do too much damage.

Mass drivers: bad accuracy, medium ranged, good rof, good damage, decent shield damage. Cheaper in costs to lasers and missiles while slightly weaker than both. Good dps that benefits greatly from accuracy upgrades, increasing the dps tremendously. Good vs shielded ships with not much armour.

Kinetic artillery: bad accuracy, long ranged, very low rof, stupidly high damage, decent shield damage, low armour/shield pen. Slow firing long ranged weapon that can 1 hit a basic destroyer or almost kill a basic cruiser. Obviously bad vs corvettes and not too great vs heavily armored battleships.

Autocannons: bad accuracy, short ranged, high rof, good damage, decent shield damage. Shorter ranged version of the mass drivers with more dps. Max level gets a decent shield pen and increased shield damage. Lowered power costs as cannons shouldn't be needing much power to run. Good for making shield ships, and accuracy buffs boosts the dps tremendously.

Flack batteries: bad accuracy, medium ranged, very high rof, highly random damage, bad shield damage but good shield pen. Bad dps but meant for taking out fighters/bombers. Also comes in medium. Works a lot better with accuracy buffs/sensors.

Point defence: bad accuracy, very short range, increased rof. Pair with sensors for greatly increased anti-missile capabilities.

Missiles: medium-long range, fair rof, good damage, decent rof. Boosted the fire rate, damage and range. Main benefits are long range and very good damage (reduced by PD).

Torpedoes: long range, lower rof, high damage, ignores shields, some armour pen. Torps should fly faster (I think) and have one of he best dps but is countered by PD and tends to overkill.

Swarmer missiles: medium range, very high rof, low damage, bad vs shields/armour. Counters PD to a certain extent by launching tons of low damage missiles in rapid succession.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Articles

No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

RSS Files
ABWS Core

ABWS Core

Full Version

The mod has been split into the core gameplay (weapons, components, etc) and tweaks (graphics, traits, etc). This is the core version updated for steam.

ABWS Tweaks

ABWS Tweaks

Full Version

This is the non-core tweaks for the ABWS mod. Just a few personal tweaks to the gameplay and is not required if you don't like it.

Real Ships 1.2.2a

Real Ships 1.2.2a

Full Version

More tweaks, improved crystal weapons, new siege class weapons, added flavor text.

Real Ships 1.2.1b

Real Ships 1.2.1b

Full Version

Updates: More weapon tweaks. Crystal weapons now gives a hidden shield bonus. Cloud lightning should now shoot down missiles. Medium Flack battery added...

Real Ships 1.2.1a

Real Ships 1.2.1a

Full Version

Updated for 1.2.1 with some changes to weapons, ship combat speed and bug fixes. EDIT: Sorry guys, accidentally had the sci ship as a military ship. Fixed...

Real Ships 1.2a

Real Ships 1.2a

Full Version

Just updated for patch 1.2. Contains some bugs....

Comments
goodrita
goodrita

Came over from CK2, im guessing Stellaris mods aren't as picky about game version so 1.2.2a should work with heinlein?

Reply Good karma Bad karma+1 vote
Guest
Guest

Hey Bro! Whow did u make a .mod file? There's a tutorial somewere? :|

Reply Good karma Bad karma0 votes
dieaready Creator
dieaready

.mod file is created when you run the stellaris launcher, go to mods and click create mod. It is automatically generated and without it the mod won't work as it directs stellaris to the folder which contains the mod.

Try following the instructions here: Stellariswiki.com

Reply Good karma+1 vote
dieaready Creator
dieaready

This mod is now up on Steam with the name ABWS, or A Better Weapons and Ships mod, renamed as there was another mod called Real Ships. Link: Steamcommunity.com

This page will not be updated anymore unless there are requests for it.

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

This comment is currently awaiting admin approval, join now to view.

CliveBarker
CliveBarker

Thanks man, you rock

Reply Good karma Bad karma+1 vote
SkyblastB1
SkyblastB1

Any chance you'll upload this mod to steam workshop? I'm really looking forward to test it, but it's quite annonying manually updating mods each time a new version is released.

Reply Good karma Bad karma+1 vote
dieaready Creator
dieaready

Working on it. Probably in a month's time.

Reply Good karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

You may also like
Make Space Great Again - Play as Europeans Only

Make Space Great Again - Play as Europeans Only

4X

Sick of feminism and progressivism being shoved into all forms of media by their cultist adherents? Did you roll your eyes at the fact that all the human...

Modified AI Policy for Egalitarian Civilizations

Modified AI Policy for Egalitarian Civilizations

4X

Did you notice that when you have the (fanatic) egalitarian ethos, that you don't have the ability say that synthetics are equal beings too. I thought...

Children of God Empire

Children of God Empire

4X

A spiritualist, authoritarian and militarist Stellaris 1.6.* species with evil children. The mod is inspired by movies like "Village of the Damned", "Children...

Awakening - Stellaris

Awakening - Stellaris

4X

Stellaris - Awakening is an ambitious content and balance mod. The purpose of the mod is to expand on or tweak existing features, or add new features...

Warhammer 40,000: Order and Chaos

Warhammer 40,000: Order and Chaos

Grand Strategy

Order and Chaos is an ambitious WIP total conversion project for Stellaris designed to bring you into the 40K universe and experience and/or alter the...

Weapon and Armour Rebalance

Weapon and Armour Rebalance

4X

Weapon and Armour Rebalance 1.0 dnp@2016/05/18 my attempt at fixing glaring issues with stock game design

Follow Report Profile
Icon
Stellaris
Game
Stellaris
Creator
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

9

2 votes submitted.

You Say

-

Ratings closed.

Style
Genre
4X
Theme
Sci-Fi
Embed Buttons
Link to Real Ships mod by selecting a button and using the embed code provided more...
Real Ships mod
Statistics
Last Update
Watchers
13 members
Files
6
Reviews
2