Stellaris

Stellaris

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Novio Magnum 2.1
   
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5.429 MB
2017 年 3 月 4 日 上午 7:26
2017 年 4 月 2 日 上午 8:53
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Novio Magnum 2.1

描述
Stellaris version supported: v1.4.1
There's already Novio Magnum 3!

Novio Magnum 2.1
This mod's main focus is on improving the space combat gameplay by introducing new military spaceships and a new military station, increasing the defensive capabilities of stations and by introducing upgraded versions of existing weapons with new effects. All ships and stations can be designed using the ship designer. Also included are new components and buildings which are continuations of the existing vanilla versions. Ships and military stations have working turrets. This mod contains no new models but will instead show enlarged or composite versions of existing models.

I've also spend a great deal of time making sure the AI can make full use of all modifications. They will use frontier outposts, military stations, assembly yards, trade ships and more varied weapons, auras and utilities.

Compatibility:
Any mod that changes Vanilla technology, ships, components, buildings or spaceport modules will probably not work (well) with this mod. Mods that change the Vanilla interface, system initializes, traits, armies, fallen empires and other non-playable countries, policies, edicts and events should have a high chance to be compatible.

Military Spaceships
Six new military spaceships have been added and have their associated technologies to research. Every 11 years a new ship technology will become available for research. Each of the existing ships has an improved version and two even larger ships have been added: The Carrier with 4 sections and the Titan with 5 sections.
The amount of section templates for each ship has been increased. Ship behaviors have been modified to improve the flow of combat. Ship and fleet scaling has been modified. Fleets will dock further from a planet.

Stations
A new military station, the Citadel, has been added. Frontier outposts, spaceports and all other civilian stations in the game have been weaponized, upgraded and fully designable. The spaceport, frontier outpost and all military stations are capable of using extra large weapons. The build costs and maintenance costs of military stations are halved when build. The build costs of civilian stations are -75%.
You can build a lot more outposts as the influence maintenance costs have been reduced to one tenth of an influence point. The AI will make aggressive use of frontier outposts and colonizing so you can expect them to grab any free space they can find pretty efficiently. Frontier outposts always have a FTL magnet. Every station has a combat computer which will handle targeting during combat.

Ancient Weapons
All common weapons have an Ancient equivalent which does considerably more damage. All new weapons have their own unique effects associated. These weapons are a continuation of the existing weapons and can not be reverse engineered.

Utilities
Every ship and station comes with a built-in reactor which will supply power to the ship and give a bonus to shield hitpoints. All auxiliary and other components have an Ancient equivalent which give better bonuses. All ships and stations have a combat computer. Armor now gives health as well. Shields now improve linear.

Auras
All stations can have one offensive and one defensive aura. Carrier class vessels have a defensive aura. Titan class vessels have an offensive aura. Defensive auras also reduce upkeep slightly. You have to research auras before you can use them and they all have a second tier.

Combat
The AI will use more varied weapons which will result in more diverse battles thanks to improvements to the automatic ship designer. Zooming has been improved with more steps and a closer minimum zoom. The limits on the effects have been doubled. Death effects last twice as long. Non-combat effects have been reduced.

Buildings
All common buildings can be upgraded to higher versions now: this includes capitals, power plants, power hubs, mineral networks, mineral procesing plants, mineral silos and laboratories. There's a planetary edict which you can enable which will upgrade buildings automatically for a limited time.

Wars and Vassals
The base of the war score costs have been halved so its now much easier to win or lose big. Countries can be subjugated when hostile: small countries will surrender to bigger countries, even when on hostile terms, without the need for a war. Subject integration is cheaper and it's now possible to integrate multiple vassals at the same time.

Pirates
The pirate events have been buffed to pose a threat against the stations now that they can defend themselves. Pirate fleets will harass you as soon as you progress beyond your starting position. Every country will experience this when they first expand.

Trading
There are new technologies which unlock 3 types of trade ships: Freighters, Tankers and Passenger Liners. You can design these yourself and build them at a spaceport. They will automatically perform trade with other friendly spaceports for 10 years, or you can manually send them to dock at any planet. They will give minerals, energy or influence when they dock.

Other modifications
- Traits for the new ships and stations
- All crisis events can happen during a single game
- Halos and trails have been removed from all effects
- Upgrading is faster and less expensive
- The AI will colonize further away
- There's a planetary edict to increase the planet size
- There's a planetary edicts that increases planet tile resources

Changes since previous version
- Civilian stations are all designable, including the spaceport
- Ships do no longer cost any minerals to maintain
- Only spaceports and transport ships have auto-upgrade
- Strike craft are improved
- Fleet power is slightly lower overall (75%)
- All stations have improved combat computers bonuses
- Trade ships now have the option to be controlled manually
- Birth of Piracy event is more randomized
- Removed the experimental sector types
- More speed variation between civilian ships
- New Worlds Protocol is a starting tech
- Initial spaceport modules give bonuses
- Trade ships are automatically destroyed after 10 years
- Ship behavior improvements
- Research is faster
- Improved particle effects for ancient weapons
14 条留言
muzaazi 2019 年 7 月 15 日 上午 3:47 
DEAD
not
big
soup
rice
vrnvorona 2017 年 4 月 7 日 上午 3:49 
kk, ty for answer.
ScepraX  [作者] 2017 年 4 月 7 日 上午 3:41 
I'm planning to release version 3 of this mod for v1.5 of Stellaris. However, some changes from the update are of such a scale that this will take some time (days). For instance: buildings, technologies and ship assets need to be redone.
vrnvorona 2017 年 4 月 7 日 上午 3:25 
Any upgrade?
ScepraX  [作者] 2017 年 3 月 31 日 上午 11:13 
@[RR]_Bowser: If I may ask a question: do you happen to have the Automatic ship designs function disabled?
Laserparty 2017 年 3 月 31 日 上午 11:04 
I thought so, but the Spaceports do not upgrade automatically, at least for me^^
ScepraX  [作者] 2017 年 3 月 26 日 下午 3:05 
@tralken: Indeed interesting. I think I might be able to fix these issues with tech compabilities.
tralken 2017 年 3 月 26 日 下午 1:35 
hey, i waffled on the merits of posting the problem im having as its most assuredly a mod conflict but the issue that arrises is so strange that i thought youd find it interesting regardless. when i research the tech "Planet Mantle Exploitation" (which i am fairly sure was added/changed by another mod i have running) i suddenly have access to all higher teir (6-10) utility and defensive tech added by your mod. shields, energy, sensors, engines, armor. but not weapons. they become available even if i dont have the prerequisit techs, for example i had teir 1,2 ,5,6 hyperdrive, and teir 5,6 warp drives.the AI is able to utilize this as well. game doesnt crash and all the tech (that im not supposed to have) works fine.
http://puu.sh/uZjOX/f12cb10d04.jpg
ScepraX  [作者] 2017 年 3 月 24 日 下午 3:40 
@[RR]_Bowser: It should be automatic and instantly in the case of the spaceport and the transport ship. The fact that there is no upgrade button in the spaceport interface (nor did I find a solution to adding a working button to it) is the reason why the spaceport is automatically upgraded.
Laserparty 2017 年 3 月 24 日 上午 11:07 
Hey. First of all this is a very nice mod and i enjoy replaying the game with this mod more than the actual vanilla gameplay.
However I have one question, where can i upgrade my spaceports? Like in section contolled planets the spaceports are upgraded correctly, but for my direct controlled planets i cant find the upgrade butten or how does this work? Can someone give me a hint?