99 DPS. For example if your colony was within 4 direct jumps of your homeworld but you didn't control the direct route but a longer. ago. Keeping them in the same fleet is less effective because of the way targeting mechanics work. Where the corvette fleets fail is when you're up against the endgame crisis on higher crisis-strength games. Patch 3. Stellaris: Suggestions. Missile shine when spammed - if you want to use missiles, make every ship design of your fleet based of it. Titans are absolutely worth building, the fleet wide bonuses and the titan-specific weapon is really good. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. Its one of the many reasons the combat in stellaris is the actual worst part of the game for me (Ever seen a CR90 swarm against an ISD? Yep ISD wins quiet easily by sheer number of guns alone. Put an Maniac Scientist on Physics, you have a small chance of rolling the Null Void tech. 3. The Firerate increase is good especially for Fleets with many Autocannon Corvettes, since they have little CD, it gets even faster. Stellaris. Mono fleets do better because mono fleets focus fire ships down more where. 16 comments. resource Command Help. Stellaris Tech Tree. 6 Fleet Meta Prediction. I would love a full rework of calculations, but NOT if it delays. X branch). Mar 10, 2023;Stellaris Ship Design Guide 2023 [3. This is the first Stellaris game I’ve done pretty well in, and I want it to stay that way. Stellaris Wiki Active Wikis. Report. Per the wiki Flak only shoots at fighters and. Huh, I thought xenophobes couldn’t slug up at all. 99 DPS. Content is available under Attribution-ShareAlike 3. Which of these tech is better in the long term? Autocannon branch is purely anti-corvette and end quickly. On the first tab on a planets menus it’s down the bottom second from the left if I remember correctly. Marauders are always hostile, but will generally not attack empires unless they enter their systems, or they are in the process. Corvette (Interceptor): 2 S Laser, Autocannon Corvette (Torpedo): Torpedo, S Disruptor Destroyer: 2 M Laser, 2 Autocannon Cruiser (Carrier): 2 M Laser, 2 Point Defense, Strike Craft, 2 Autocannon Cruiser (Gunship): 5 M Laser, 2 Autocannon Battleship (Artillery): Tachyon Lance, 4 Neutron Launcher Kinetic Weapons in Stellaris also come in multiple categories. You get lots of Minerals, and lots of excess Food helps your POPs grow faster. Theonar Jul 20 @ 3:26pm Hey, great guide! I created designs based off of your guide for all the ships, even with different weapon variations (disruptor and. AlphaMod is fallow for 3. Basically I have 1 destroyer type to screen my battleships and another for the cruisers. 掠夺者帝国. )Galactic Paragons Expansion Features. Things coming 3. Legacy Wikis. Kinetic Artillery, Mega-Cannon, Giga-Cannon - they all shoot stuff, they shoot very fast, very heavy projectiles a very long way and do massive damage. Most of your damage output is coming from that Torpedo anyways. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. In Stellaris, the economy is based on the production and consumption of resources and services either from a specific planet or throughout the empire. Torpedo corvettes with autocannon. Torpedoes fire slowly, and do extra damage based on how big the target is. The Kinetic Weapons variants include mega cannon, mass driver, autocannon, and kinetic launcher. Any tips on what situation/role which weapon class wins out?Make sure you equip them with small weapons that are high on tracking so that you can lock on and hit them. Space warfare. . Probably has something to do with an L-Cluster outcome, and it's also. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. Autocannon corvettes or carrier battleships are just two examples of alternative builds you can try out to see if you can win the upper hand. The damage malus to armor seems pretty bad, and that's why you put the Plasma Cannons which have a 100% bonus to armor to counteract it. Which is better depends on the target. You need to start a new game. Stellaris has too many macro-level setup implications that change what is or is not meta from galaxy generation. Torpedoes don't need you to break shields first, Plasma and Laser have low. 25 / ×2. 0 unless otherwise noted. 0 unless otherwise noted. The 3. Carriers have the same problem - if you have a carrier ship with 6 point defence and 3 hangar slots, the median range weapon will be point defence, so the ship will start. There are hostile crystalline entities of red, yellow, blue, and green throughout the Galaxy, and defend their home crystal with 4 fleets. 6 What version do. Stellaris Nanite Guide. It is developed by Paradox Development Studio and published by Paradox Interactive. So if most of you're weapons on a ship are 95%, it's not worth putting 2 auxiliary fire control. Autocannon rapid fire question. The range is just awesome. . It is a no big deal but is this intended? Reply. Despite being an energy weapon, it does produce recoil. A searchable list of all resource codes from Stellaris. startledastarte • 7 mo. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. In vanilla, the max cap is 500. I have a choice of either taking the Railgun or Autocannon tech branches. I certainly remember that being the case, it’s why I stopped playing xenophobes in. x. You can get this up to crazy values like +300% diplomatic weight from economy. Costs 900 Engineering, Requires Coilguns; Unlocks Railgun; Crystal Infused Plating. Yea, that’s advantageous though as the AI will overestimate your fleet strength and change behavior and not attack as quickly. r/Stellaris • Unnecessary thing I like to do as a roleplayer: building agricultural and generator habitats for individual sectors on the off-chance that, some day in the distant future, hyperlanes become inaccessibleThe differences between the weapons are much more nuanced. Stellaris Wiki Active Wikis. Things You Need To Know Before Starting Stellaris. And the look pretty cool pew pew) M: Plasma (The autocannons of corvettes and the KA ripped of the shields so the plasma can hit hard) L: 50/50 KA and Neutron Launchers. Galactic Paragons is available here. Information from today's Dev stream about 3. Just web search "stellaris mono fleets". You can influence what techs come up by having a scientist with the correct specialization leading the department when a technology is researched. 6 Fleet Meta Prediction. Torpedo assault carrier is the most balanced ship design. Auto-design at the beginning when there aren't many options and you just need something to fight off random pirates. Before 3. Leviathans can be encountered. Stellaris' recent 3. Install Steam. I have at least two battleships per fleet, one as a bomber carrier and one as a plasma artillery ship. 8 battleship - particle lance and kinetic artillery, even on armor/shield. Always make your own if you can help it. Enter the name of a technology to filter the entries in the table. Related. Honestly, I don't even bother with mass drivers at all. Like many of the other Guardians, the Infinity Machine should be beatable by any Fleet of at least 40k Power, however a smaller Fleet of well-designed ships will also be able to overcome it. Core Cracking. Starbases lack PD weapons and Fighters only counter Fighters now. To truly hold the terminal egress you need a starbase with FTL inhibitor, this will force enemy fleets who are trying to claim the system to have to travel to the center and engage the starbase. Even then, there's still an element of randomness, so it might take a few tries to get the tech you want. 0. Once you are done, build some more and keep on building as long as your energy budget let you. gort32. The Particle Projector Cannon (or PPC) is an energy weapon, firing a concentrated stream of protons or ions at a target with damage resulting from both thermal and kinetic energy. I was sad to hear during the stream today that Autocannons wont be changed in 3. really obviously head-and-shoulders above the other options for small slot weapons?. Envoys can be assigned to the following tasks: Improve Relations with another empire, which grants +0. Gauss Cannons have longer range and can be small, medium or large. Autocannons are extremely short range. 5x), it seems really hard to choose an M railgun over 2x S autocannons on anything that isn't a dedicated artillery ship. The Disruptor and Autocannon do pair decently with the torp. Size, 79k roamer fleets and 178k defensive fleets. IE: a lot of armor and antiarmor weapons against shields and antiarmor, for instance. My reason for making this post is to stress just how important it is to fix autocannon numbers. 2 the first in the 3. 16 DPS. 6. Don't stress about armor or shield tech. Researching its debris will give you the nanite repair system, but you have to be the one to kill it first and it can spawn anywhere in the galaxy there's an active trade route. And the look pretty cool pew pew) M: Plasma (The autocannons of corvettes and the KA ripped of the shields so the plasma can hit hard) L: 50/50 KA and Neutron Launchers. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft. As it says. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. Once you get to cruisers, fighters beat out autocannons for destroying small targets, and the max range of autocannons is pretty low. research_technology <Tech ID> Copy. Stellaris 50354 Bug Reports 30679 Suggestions 19069 Tech Support 2879 Multiplayer 377 User Mods 4627 Stellaris AAR (After Action Reports) Console edition 1211. 1 version of this mod !!! The aim of this mod is to expand upon the vanilla technology tree of Stellaris with new tiers of weapons, shields, reactors, armor and thrusters. Autocannon. Stellaris 2. Don't stress about armor or shield tech. If you are going to put something in the other slot, make it an Autocannon since that. The S slot on NL frigate also happens to be ideal for self. Starbases lack PD weapons and Fighters only counter Fighters now. I am now able to withhold ai-empires, but struggle a lot with fallen once / awaken. Regardless of where it spawns, you will get the dialogue popup. and then Autocannon and Torpedo Cruisers will enter past the minimum range and obliterate them with no lossesAC have higher DPS vs shields/hull but the lower DPH means enemies have more chances to disengage when hit. So now, fleet composition. Per the wiki Flak only shoots at fighters and. They both can work on the hull. Consumes power. The most correct answer in this thread. I build my fleets to have roughly equal amounts of normal corvettes (Autocannon x3, torpedo corvettes (Energy Torp + Autocannon), destroyers (KA + Medium Gauss), Cruisers (Gauss in medium slots, KA in large, Autocannon in small) and BBs (carrier build with. They don't do much damage and they dont get any damage bonuses though. So the Cruisers could tank with small Plasma + Autocannon. Stellaris Mods Used: Extra Ship Components 3. Coil/Ripper or Lazer corvettes are more useful than Plasma/Missile/PD/Flak corvettes for general use. Use the "Table View" and "Card View" buttons to change the way the codes are displayed. More posts you may like. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Kinetic weapons, including autocannons, are just bad compared to any other. Jump to latest Follow Reply. TechnologyJob List. So now, fleet composition. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. Torpedo assault carrier is the most balanced ship design. The Unbidden have heavily shielded ships, and their weapons all suck vs shields. . but I hope to argue here why the current state of autocannon is influencing major aspects of the game negatively and need to be a priority. That doesn't answer the question for. Rule Zero of Stellaris combat: autodesigned ships suck so much they have an event horizon. Stellaris Wiki Active Wikis Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. Legacy Wikis. What I loved about HW, and what I think is still relevant to Stellaris as a different type of game, are the incidental details. EDIT: For the sake of anyone's curiosity, I increased their damage by 15% and gave them all large amounts of shield damage with small amounts of shield pen. Early game you could try and roll for Autocannon weapons research which makes your corvettes better against other corvettes but real short range to fire. r/Stellaris. Roughly, my ratio has been 1-2-4-8. I have 3 Platform builds. Scirocco16V. Line computer looks worse than it is if you don't know the kind of weird way that Stellaris computes to-hit chance (Inaccuracy is an additive - not multiplicative - miss. r/Stellaris. 8. 4 Stellaris Tech Id List – F to I. 5 Stellaris Tech Id List – J to P. Cruiser/Battleships beat Corvettes; Corvettes beat Artillery;. Been playing about a year and half, still on 2. Well. Cheaper Alloys cost than armor. At 40 repetitions you have increased the damage by 200%. Technology. It also contains the carrier focused tech and ship sections that are in At War: Advanced Ship Sections to give you everything you need to have a carrier focused navy. Just make sure you are not running into battle with the exact things that would make you weak. Large. Subscribe to downloadExtra Ship Components 2. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Autocannon. 7. ; About Stellaris Wiki; Mobile viewStellaris offers players the opportunity to encounter various wonders of the galaxy, from anomalies to archaeological sites, while building their empires. advertisement. Moving on to the cruisers, cruisers are in a bit more difficult of a spot. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code : Github Contributors : SlenderPlays, Tsudico & Turanar. Nanite Autocannon: 48000: 5 Nanite Autocannon Scavenger Bot debris Highly advanced autocannons capable of ejecting shells that explode into a cloud of. Large. Hello stellaris community, I recently started playing stellaris and got better and better over time. Recently heard about this trick about how weapon DPS makes a great contribution to fleet power and the autocannon just has a massive amount of DPS on paper. The system has two broken worlds that bring in a total 20 Minerals and 1 Nanites when mined – one of very few sources of Nanites outside the L-Cluster. . Don't stress about armor or shield tech. Adaptive helps you grow faster on colonies too. Their main advantage is their extremely high damage output, but they are limited by high power usage, low range, and low damage against armor. This building requires one nanite upkeep and produces two each of rare crystals, volatile motes, and exotic gases. Can also freely delete/recreate sectors (except the starting one) any time, if you want to rearrange the spacing. Unlocking each requires you to have the proper level of strike craft technology and a matching level in the corresponding. Thread starter malakhglitch; Start date Dec 16, 2022; Jump to latest Follow Reply Menu We have updated our. S: Autocannon (There was a thread in the forums where a guy calculated that autocannons outperformed every other weapon in the S slot. 50, vs Gamma lasers at 6. So the base power and damage output of AC1 is 30% higher than Coilgun2. As anti-shield weapon is also better then T3 railgun. Stellaris hotfix 3. 3. T1 autocannons are scaled in combat power to be roughly equivalent to T3 drivers, T2 to. ago. As a fleet 3. You won’t find any hard science fiction answers for this (or for most things in Stellaris). Is it a per-auto cannon penalty or entire mech? ie Blackjack with twin AC/2's, fire left arm only turn 1, does right arm AC/2 get re-fire penalty in turn 2? I would assume that. SIGNED WALLPAPERPay your respects to the pioneers who ventured forth into the unknown with this desktop wallpaper signed by the Stellaris development. By all means if the system is a strong chokepoint or has a good planet, the interests of your empire trump all, blast away. Reply. For some reason, the game really values Corvettes and undervalues Cruisers. Source: Stellaris wiki. Autocannons Aside from the poor range, is there a reason to use any other weapon? their DPS advantadge is massive. x. Stellaris Dev Diary #318 - Announcing Astral Planes. 0 was never released to the public instead making patch 3. So our regular corvette design, missile + autocannon will be good. For some reason, the nanite auto cannon, a Tier 4 component is worse than its Tier 1 counterpart, the great autocannon. Energy siphon is COMPLETELY better then starter railgun and T2 railgun. That’s the only way fleet power will be 100% accurate. Railguns still are useful if you stick them on. Mar 19, 2018. Ultimately this means having a big fleet in the early-game will restrict your ability to have a bigger fleet later on. Costs 900 Engineering; Unlocks Autocannon; Railguns. Outranging them to deal critical damage to their fleet before they even open fire is quite essensial in dealing with them. The larger the slot of the weapon, the higher the range and total damage over time, and tracking gets worse. 000 Fleet power ~32. And so the Stellaris developer diary run marches on. phase distruptors suck big time. Stellaris. 6, that raw firepower is insane. Autocannon house/advanced rules. Autocannon vs Railgun is more up for debate for S and M. For M, S and L slots separately. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. X branch. Stellaris Wiki Active Wikis Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3 Autocannon [edit | edit source] Autocannons are a smaller, rapid-fire version of the Mass Driver that fires very small solid projectiles at a very rapid rate. 5. Fix Autocannons (Fleet Power via Damage) Thread starter NotAYakk; Start date May 4, 2023; Jump to latest Follow Reply Menu We have updated our Community Code of Conduct. Autocannons are close range shield shredders. So today we're going to take a look at a general overvie. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. Stellaris Resource ID List. Once you start getting hostile with your neighbors, you'll want to do some custom designs. Autocannon fleets don't even make it to the enemy =/ Granted, when they do that's when they actually do put out the damage they say they do, but until then it's counting your ships exploding. 8 “Gemini” - when you click Science Ship Automation - we have added the ability to enable or disable the modules. 5. If you don't have either, try and get them ASAP. Maybe as an anchor for your brawler line as a sort of fleet carrier. Obviously, replace technology_id_here with the technology ID of your. Industrial Base. and I gave it 2 PD weapons as well as a M autocannon and 2 lasers to help kill smaller ships. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. . Nanite Autocannon Technology;Nup can still slug up - -40 stability on all planets for 10 years, only way I kept power was spamming precincts and strongholds, and supplementing my economy with alien slave labour. Jump to latest Follow Reply. There is no best weapon. 9] With this mod there are seven basic types of strike craft (and three level of advancement per type), corresponding to the five types of basic kinetic and energy weapons and the two types of point-defense. . Toggle signature. Reply reply Home On top of with M and L slots dealing closer to 2x damage than their smaller slots (not 2. If you are going to put something in the other slot, make it an Autocannon since that. I have a question about the autocannon firing in sequential turns. Fleets ranging to 30k where made 70, while the rest of my fleets where put too either just 5 or 7. The design of fleets is a strategy whereby ships with specific properties are combined to achieve a prescribed result. Jul 7, 2021. . At end game, my fleet of 62 Cruisers (52 torpedo cruisers, 10 carrier cruisers) were sitting around 250,000 fleet power. Component. 6 composition, I advice : Plasma or Lasers. A tag already exists with the provided branch name. 1 is my own interpretation of a military focused Halo mod for stellaris. 4, so here's a collection of my standalone stuff. Torpedoes bypass shields and do 150% Armor Damage, so Torpedoes can shred throug the enemy Armor with relative ease. Explorer (Subclass) subclass_scientist_explorer. Their. This modifier is lost if they turn hostile to you for any reason. . I decided to compare 4 main types of weapon against each other on same ship designs. Complex77 • Maintenance Drone • 4 yr. We have 3 basic types, rockets, kinetics and lasers. 9. I certainly remember that being the case, it’s why I stopped playing xenophobes in. The most correct answer in this thread. 9. 0. So, I made Cruiser design with only M slots (Broadside MMMMMM) and filled. Council. Once an envoy is assigned to a task, it cannot be reassigned again for a year. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Specifically I'm wondering if the picket computer results in the ship staying at a medium range and as such, the short range of the disruptor/autocannon will not engage? I'm throwing in all missiles destroyers on the back line with artillery computer - hopefully this will break down their armour enough for the autocannon/disruptor to do their. mcsproot May 12, 2016 @ 3:11am. 8. Generally, you want your spinal mount to be a kinetic weapon or an arc emitter since you take out shields before you take out armor. Minimum range means, that ships cannot fire too close with certain weapons. 99/day—nearly four times as much. Its kind of like the Autocannon but for missiles that bypass shields and armour with a nice 25% buff to hull damage. These actions essentially include war, alliance, rivalry, insult, and more. is it ideal, who knows, is it perfect, i doubt it but it works for me. Conclusion. Autocannons are still solid good on Corvs to fight other Corvs. Legacy Wikis. 0) Number of years since game start is greater than 10 (×2. Legacy Wikis. Highlights. Overlord Expansion Features. There are spectral wraith of 3 different colors and each is weaker in proximity of a certain kind of star: Red: M Class/Red Dwarfs; 450THz Yellow: G Class/Yellow Dwarfs; 520THz Blue: B Class/blue giants; 650THz. 2: - Updated Habitats for 3. Player is normally able to fit those only on Small slots. Stellaris is a sci-fi grand strategy game set 200 years into the future. With corvette spam, the tactic is to set up enclaves with defense platforms to attrit the opponent, fortresses to slow the enemy, and a battlewagon fleet that can start taking them on head-on. Unlocking each requires you to have the proper level of strike craft technology and a matching level in the corresponding. For S slot weapons the difference is reasonably big, but on M and L the difference is huge. Stellaris. HFY Field Marshal. 0) Number of years since game start is lower than 5 (×2. Medium. Now with 3. 6 composition, I advice :Stellaris. 极度先进的自动火炮,射出的弹药可以在接近目标时引爆成一片纳米机器人云,以此过载目标的护盾并蚕食其船体区段。. As is custom when Stellaris updates, I've started a forum thread to track mods that have been updated to be compatible with 3. 54, 29. came up with to counter Whirlwind + Hangar Cruisers was outperformed by a 1:1 mixture of Torpedo Cruisers and Laser + Autocannon + Point-Defense Destroyers,. The other two nanite components the nanite flak battery and nanite repair system scale properly and are better than their basic lower tier version. If you can get Crystal Hull tech this can help you build ships more for less. kinetic are outgunned my kinetic artillery. Against shields only and armor only. Click it and it will create a new sector that also incorporates all inhabited bodies within four jumps I believe. You can up your tracking game with Auxiliary Targeting Computers and setting your ship's Combat Computer to "Picket" over computers. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. XL: LanceAutocannon 'vettes have vastly overstates fleetpower and thus serve the purpose of appearing way scarier to the AI than you actually are. Sustaining a large fleet incurs a lot of upkeep, slowing down your economic growth in other respects. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. gort32. Space warfare. Compatible with Stellaris V2. Use the "Table View" and "Card View" buttons to change the way the codes are displayed. In this test we had 32 Destroyers going up against 64 Corvettes. In 3. evarosalene • 4 yr. but Laser + Autocannon or Plasma + Null Void is better. Yea, that’s advantageous though as the AI will overestimate your fleet strength and change behavior and not attack as quickly. For kinetic weapons, you want a scientist with Propulsion expertise. This is the same way several other techs that don't show up in normal research (eg, extradimensional weapons, mining. Its short range is a problem since it doesn't have the evasion of. You can check out the full list of patch notes from Galactic Paragons and 3. More information can be found in Stellaris Dev Diary #293. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. Go to Stellaris r/Stellaris. Focus on getting combat computer tech and use swarm. 8. Stellaris Dev Diary #318 - Announcing Astral Planes. autocannon corvettes with an afterburner. Paragons. no. EXCLUSIVE AVATAR AND GALAXY FORUM ICONShow your love for Stellaris on the Paradox Forums and other social networks. April 22, 2019 Travis Scoundrel 0. Normally you'll have an ample supply of these by the time you acquire nanites, but if you have a need, this building can prove. 6 update brought a major rework of the game's ship combat system, introducing new Components, tactics, and even a new ship type, the Frigate. Cruisers let me up my game on missiles. By that time, the crusader slugs a. Kinetic Weapons in Stellaris also come in multiple categories. When I first started playing the game I thought when you researched a tech in one weapon tree it increased the cost of researching other weapons from other trees, which I thought was pretty cool from a balance point of view and RP as well. Always make your own if you can help it. 000 of disruptor cruisers with the cruisers loosing basically nothing. The only other real use for nanites is the nanite auto repair system for starships. Large Matter Disintegrators have 75% accuracy. " In Stellaris there is only ship design and fleet management. ago. Weapons in stellaris increase in cost, energy and damage output by 30% every tier. -Covie Strikecraft will be added later on down the line, as i had a problem with creating custom graphics for them ===== HW:S v1.