Stellaris

Stellaris

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Uppdatering: 11 nov, 2017 @ 15:44

BUGFIX XII:

Fixed AI Cityset to be back to its proper model.

Uppdatering: 10 nov, 2017 @ 6:51

BUGFIX XI:

Fixed glitch that caused two AI Shipsets to appear.

Uppdatering: 9 nov, 2017 @ 17:15

BUGFIX X:

Fixed coding error that prevented the adding of the relationship flag with the Technosphere. Tested all "help" Technosphere events and everything seems to be working.

Uppdatering: 9 nov, 2017 @ 8:01

BUGFIX IX:

One last attempt to rebalance and fix the new edicts: made them cost 250 influence and 2.5 monthly influence per edict, limited now to 10.

Uppdatering: 8 nov, 2017 @ 17:42

BUGFIX VIII:

FIxed issue where edict costs were not removed properly. Had to use monthly pulse unfortunately, but it will work.

Uppdatering: 8 nov, 2017 @ 6:44

BUGFIX VII:

Updated Edict "ending" check to include 5 years and 6 years 3 months.

Uppdatering: 7 nov, 2017 @ 13:44

BUGFIX VI:

Corrected value costs for the edict cost count so that having any of the edicts activated twice no longer costs 10x more than it should.

Uppdatering: 6 nov, 2017 @ 18:55

BUGFIX V:

Removed the Mining Base and Power Stations in favor of planetary edicts available from game start, limited to 25.

Removed AI support for the Custom Office Spaceport Module.

Uppdatering: 3 nov, 2017 @ 7:52

EMERGENCY BUGFIX IV:

Updated more coding to prevent other potential issues with Guardian coding changes.

Uppdatering: 2 nov, 2017 @ 9:49

EMERGENCY BUGFIX III:

Fixed issue where attacking the Technosphere and destroying it caused CTD.