Stellaris

Stellaris

'Tactical Ship Sections'
Showing 21-30 of 51 entries
< 1  2  3  4  5  6 >
Update: 8 Jun, 2019 @ 9:12am

- Fixed event_ship_designs_anomalies that was causing all sorts of crazy ships spawning over with anomalies.

Update: 4 Jun, 2019 @ 8:03am

- Updated for Stellaris patch 2.3
- Slight nerf to the utility slots of some Hangar and Carrier sections since strike craft flyboys actually figured how to scramble and engage immediatly instead of acting like morons (this change was live on Stellaris patch 2.2 but I was busy testing it out, thank you Paradox).

Update: 26 May, 2019 @ 12:32pm

Cruiser Carrier Core was working as intended. I don't know why I thought it wasn't. Reversed the last changelog back.

Update: 26 May, 2019 @ 12:04pm

- Fixed Cruiser Carrier Core section having access to more utility slots than it should (was 1L, now 2M).

Update: 26 May, 2019 @ 11:46am

- MAJOR FIX: Cruisers were missing 2 medium utility slots to be on par with vanilla. Every cruiser section received updates to be on par with that.

- Sentinels sensors fixed, are now Sensors IV (was bio-sensors).

Update: 21 Apr, 2019 @ 2:04pm

- Updated mod version to Stellaris 2.2.7

Update: 21 Apr, 2019 @ 1:45pm

-Schiffjaegers utility slots nerfed to 1S (was 1M+1A)

Update: 18 Apr, 2019 @ 12:48pm

- Fixed turret location of point defenses on the Hangar Core section on the cruisers.

Update: 8 Dec, 2018 @ 5:09am

- Updated for Stellaris 2.2

Update: 4 Oct, 2018 @ 12:33pm

- Fixed a bug on the Cruiser Missile Bow section where you couldn't add a second small weapon to it.