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1. If you've invested into fleets of stealthy torpedo frigates, it doubles the number of torpedoes in your fleet. Stealthy torpedo frigates are very situational, but this straight up doubles their effectiveness.
2. If you're building a fleet of high evasion destroyers, it allows designing destroyers that combine kinetic artillery with two energy torpedoes and act as big ship hunters. Without the perk the design could only carry one energy torpedo, so you're again doubling the number of torpedoes.
Stellaris 4.0 compatibility patch:
- Added bioship cost triggers and modifiers to defense platform sections and T slot weapons.
- Implemented logistics trade upkeep and role selector background for standard ship sizes and removed piracy suppression data.
- Implemented triggers that block bioship empires from getting mechanical ship weapons.
- Added missing weapon tags for slot size to mecanical ship weapons.
- Added cosmic storm AI weight factors.
Other changes:
- Added new logic for using archeo-tech weapons. Empires will only use them if they have more than 2000 minor artifacts stored and more than +2 minor artifacts income. Even then empires who don't have the Archaeo-Engineers perk will prefer normal weapons, unless they have more than 5000 minor artifacts stored and more than +5 minor artifacts income.
- Energy torpedoes are now classified as explosive weapons.
My rerelease of the mod is called "4.0 Stardocks" and I would of course credit you in the description.
The things you added in this mod seem to be exactly those things I struggled with. I'd be glad to be allowed to do this.