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Panpiper

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We are currently tidying up and finishing version 0.1 for release this week.

Ah. That's why I couldn't find it when I looked for it on Steam.

With regard to the increased weapon load causing issues with insufficient power, may I suggest that any increase in weapon slots be balanced by an equivalent increase in support slots? Do these bigger modules by any chance have somewhat higher HP, so as to straddle the difference between the original class and the next one up the chain?

Further, if there is any way to unlock such new modules by making them tech to research, that would be absolutely fabulous. Of course it will heavily weigh down one branch of the tech tree, so maybe there would be a way to fill up the other branches with something appropriate? Perhaps cooperate with some other additional tech mod, where you fill up engineering with better ship modules and they fill up the other branches?
 

Choatic Neutral

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With regard to the increased weapon load causing issues with insufficient power, may I suggest that any increase in weapon slots be balanced by an equivalent increase in support slots? Do these bigger modules by any chance have somewhat higher HP, so as to straddle the difference between the original class and the next one up the chain?

Further, if there is any way to unlock such new modules by making them tech to research, that would be absolutely fabulous. Of course it will heavily weigh down one branch of the tech tree, so maybe there would be a way to fill up the other branches with something appropriate? Perhaps cooperate with some other additional tech mod, where you fill up engineering with better ship modules and they fill up the other branches?

I added 3 Dreadnought only items, they're in the Aura slot. 1 is all the auras combined, the other is 10000 power, the other is 10000 power AND all the auras.

They all make your absurdly expensive dreadnought even more absurdly expensive though.
 

Panpiper

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I tried to get your mod to work without success. Is there a link to some explanation as to how to do so without using Steam? I've tried mimicking the Steam file structure and building a mod reference file for it the way Steam does, but while it does show up in the mod list to be activated, there is no evidence it is actually working in the game. Does it require a new game to work?
 
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G.Poison

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I tried to get your mod to work without success. Is there a link to some explanation as to how to do so without using Steam? I've tried mimicking the Steam file structure and building a mod reference file for it the way Steam does, but while it does show up in the mod list to be activated, there is no evidence it is actually working in the game. Does it require a new game to work?
xxx\Steam\steamapps\common\Stellaris/mod (create mod if don't have) extract here

do not use other ships mod
 

Zarathustra_the

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Um no, mods should not be in the main folder. They need to be in the documents folder. Paradox Interactive/Stellaris/Mod/
 

Panpiper

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Ok, I'm an idiot. Because Steam downloaded mods are kept in a bizarre file location, still in zip format, I assumed the game read files in zip. I had put copies of the zip file in that location as well as all other conceivable locations as well as writing my own *.mod file to tell it where to look. No dice. What I never actually tried was actually unzipping the zip file into the mod folder directly. That should have been obvious I suppose, except for not a one of the Steam mods I am using having done that. I have it working now.

The aura module with "10000 power AND all the auras" does not show up however. The dreadnought (no aura, just the power) has about three and a half times the firepower, four times the shields and twice the HP with better armor than a regular battleship, costs more than six times as much and has 'seven' times the maintenance. I suspect that is actually rather balanced, except for the maintenance.
 
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