Stellaris
Extra Ship Components 2.0
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Aggiornamento: 5 dic 2018, 9:55

Asset housekeeping

Aggiornamento: 5 ago 2018, 13:53

- Fixed SCX ships missing tier VI thrusters
- Added a few more RS dreadnoughts

Aggiornamento: 4 ago 2018, 2:46

- Experimental in-built support for Realistic Ships.
- "Fix" for Glavius' AI mod that should stop AI from ignoring society techs.

Aggiornamento: 31 lug 2018, 9:31

- Fixed an error in the event that granted Dreadnought computers tech option

Aggiornamento: 29 lug 2018, 12:18

- Fixed Advanced Fire Control Systems component.
- Restricted FE/AFE citadels to thematically-appropriate components (so, no more Materialist citadels with psionic weapons).
- Various minor fixes.

Aggiornamento: 30 giu 2018, 6:08

- Adjusted tracking for crystalline, gravity, nanite and psionic weapons.
- Chrono-Vortex Cannon has been nerfed.
- Chrono-Vortex Cannon tech is now rarer and had it's cost increased. It also doesn't become available until year 150 and has reduced chance to show up until year 200.
- Voidspawn Missile has been nerfed.

Aggiornamento: 14 giu 2018, 9:28

- 2.1.1 update

- Strength and regeneration rate of tier 7-9 shields were increased.
- Improved Dark Matter Shields have been promoted from tier 8 to tier 9.
- Cyclonic shields have been reworked and now have percentage-based regeneration rate instead of static number.
- Cyclonic shields no longer require tier 4 vanilla shields, only shield booster.
- Tier 4 Cyclonic and Citadel shields have been depricated. Existing ships will keep the components, but ship designs might break.
- Psionic weapons (except for strikecrafts) no longer have shield penetration.
- Missile weapons have been updated for 2.1.1 balance.
- Removed backwards compatibility for stuff that shouldn't exist in any 2.* games.
- ESC resource-boosting techs now provide empire-level 5% bonus (this also works on mining stations and megastructures) instead of tile-level 10% bonus.

Aggiornamento: 31 mag 2018, 11:29

- Added a special project that should guarantee every player having access to neutronium mining technology.
-- Once "midgame" starts, there is a chance for empires that don't have neutronium mining technology but DO have tier 4 sensors to gain a special project. Completing this project will give you neutronium mining technology.
-- This is done so that players aren't locked out of ESC armor/nanite subtree based on RNG.
- Some weapon balancing.

Aggiornamento: 27 mag 2018, 9:41

- Fxed ranges of Plasma Cutter and Advanced Plasma Cutter.
- Added biult-in compatibility with Space Combat Expanded.

Aggiornamento: 26 mag 2018, 14:49

- Mod updated to 2.1.* version of the game. 2.0.* is NO LONGER SUPPORTED

- Added hyperlance detection ranges to advanced sensors.
- Quantum Computation Node now requires Planetary Capital or Habitat Capital.
- Added new weapon: Plasma Cutter (S, M) - an advanced form of laser used by the Mining Drones. Roughly equivalent to tier 6 laser.
- Added new weapon: Advanced Plasma Cutter (S, M) - improved version of the Plasma Cutter. Roughly equivalent to tier 7 laser.
- Added new weapon: Tiyanki Beam Cannon (X, T) - obtained from the Tiyanki Matriarch (requires Distant Stars DLC).
- Added new weapon: Junk Mine Launcher (G) - obtained from the Scrapper Bot (requires Distant Stars DLC).
- Added new weapon: Voidspawn Missile (G) - obtained from the Voidspawn (requires Distant Stars DLC).
- Added new building: Reprocessing Plant - produces some minerals and reduces planet's consumer goods cost (requires Distant Stars DLC).