Stellaris

Stellaris

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BetterArcheotech
   
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22 Nov, 2023 @ 1:05pm
14 Jul @ 9:45pm
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BetterArcheotech

Description
V1.0
V1.1 - Update to 3.10.1 Patch
V1.2 - Bug fix nano missle, buffed tracking for Ancient Macro Batteries to be more inline with standard kinetic.
V1.3 - Update to 3.12.5 & Buffed Ancient Suspension Field to Level 5 shields per user request.

MAGA - Making ArcheoTech Great Again.

Ups the tier of Archeoweapons and armor to T5 instead of t3. Enjoy

You're still gated by the amount of Minor artifacts, so the items might as well be powerful.

If you're needing a few more artifacts... try my other mod!

https://steamproxy.net/sharedfiles/filedetails/?id=3093326895

Please note this only changes the ArcheoArmor, and regular size ship up to and including battleship weapons. Titan+ weapons stay the same as I felt they were strong enough already.

Shoutout to CrossBlue for getting me into the game!
11 Comments
NotFox 16 Jul @ 11:14am 
Hell Yeah! W mod Author
Scolias  [author] 14 Jul @ 9:46pm 
@Darovit & NotFox, Buffed ancient suspension field.
NotFox 20 Jun @ 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 @ 3:44am 
Is their a reason why the Ancient Suspnsion Field wasnt raised to tier 5?
Scolias  [author] 7 Jan @ 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.