Stellaris

Stellaris

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Tech Tier Numbers on Laser Icons
   
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11 May, 2018 @ 12:51am
22 May, 2018 @ 7:38am
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Tech Tier Numbers on Laser Icons

Description
Do Gamma Rays shine yellow? Are X-Rays green?
What are their wavelengths? Which ones carry more energy?
Still confused by electromagnetic spectrum?

Then this mod is for you.


What it does

Replaces technology icons for Laser Weapons by exactly same ones, only with tech tier numbers added in the corner, same as they are on Kinetic Weapons, Missiles, Shields, Armor and every other technologies in Stellaris.

Why they are missing on lasers only is a mystery, which might be revealed in future DLC.

Need to check if it's still needed in 2.2 as well, before updating compatibility info, but probably is, and shouldn't break anything anyway.


Moar. MOAR! MOOOAAAARRRR!!!!

There is also a Tech Tier Numbers on Tech Icons mod that adds such numbers to shields, thrusters, farm/mine/lab tiers, and many other things in additon to laser techs.
No need to use this mod with that one, as they both include same icons for lasers.


Technical Info

Only replaces five icon files for these laser techs.
Compatible with any Stellaris version and all other mods.
Can be installed and removed at any time.

Bug report thread on PDX forums:
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-2-0-4-f368-laser-technology-icons-missing-tech-tier-numbers.1097140/
16 Comments
Peter34 1 Oct, 2018 @ 5:02am 
Thanks!
mk-fg  [author] 30 Sep, 2018 @ 7:52pm 
Finally remembered to make the mod for other tech icons at a good time, here it is:
https://steamproxy.net/sharedfiles/filedetails/?id=1527522376
Note that it includes more than just reactors, as shields, thrusters, sensors and many other things didn't have numbers either.
mk-fg  [author] 17 Sep, 2018 @ 10:28am 
Yeah, should only take a dozen minutes in gimp.
Didn't notice these on reactors myself, and I think thrusters are missing tier icons as well, maybe sensors too...
Peter34 17 Sep, 2018 @ 9:10am 
Can you make a similar mod for the Reactor modules? It's slightly annoying to have to remember how the various names are tiered. Or the subtle colour differences.
Peter34 23 Aug, 2018 @ 12:16pm 
I dislike the concept of Laser wavelengths that are "sidegrades", equivalent but different. It can easily become far too complicated to decide how to outfit ships, compared to the current system, where each new laser type is an upgrade relative to the previous type.

Especially since Stellaris is a *grand* strategy game. Fiddling around with micromanagement stuff is non-grand.
mk-fg  [author] 23 Aug, 2018 @ 9:27am 
There are distinct weapons in the game, they just aren't lasers, and I struggle to think why makings diff-colored lasers have wildly different effects would be a good idea, to be honest. It'd be even more confusing, for starters, and counter to any kind of intuition, pretty sure.
I think more combat mechanics might be needed before expanding weapon types anyway, as all current ones seem to be well-covered by existing stuff, and I dare you to propose a weapon type within these which wouldn't be redundant with something already there.
(got this opinion when trying to come up with a role for hangars in my other mod, ending up making them into essentially more resilient missiles, every other niche I could find was taken)
Keltskiy 23 Aug, 2018 @ 3:18am 
Hopefully in the future instead of having more advanced lasers the diffrent colors acctually mean something like diffrent effects and stuff not just this laser hurts more then that one.
Quality Quaas 16 May, 2018 @ 10:21am 
Thank you. Very helpful
torn223 15 May, 2018 @ 6:55pm 
thank you MacFag
mk-fg  [author] 14 May, 2018 @ 4:35pm 
They do have that on ship component icons (legally distinct), which is probably why it slipped thru the cracks for so long - missing numbers there would've been even more confusing.