Stellaris

Stellaris

Extra Ship Components 3.0 [Actual]
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Update: 26 Aug, 2020 @ 9:37am

- Added "New Frontiers" volcanic worlds as a valid planet for Mantle Mining Facility.

Update: 24 Jul, 2020 @ 12:47pm

- Moved normal sensors to computing to match vanilla tech categorization.

Update: 1 Jul, 2020 @ 9:03am

- Fixed an issue that made it impossible to research advanced crisis technologies if ESC:Overwrites mod is enabled.

Update: 23 Jun, 2020 @ 2:15pm

- Add support for "At War: Starbase Improvements" defense platforms.
- Mantle Mining Facility can now be built on Molten Habitable worlds (AlphaMod) and Molten Habitats (Planetary Diversity - Planetary Habitats).
--- Mantle Mining Facility will not spawn borehole district blocker on Molten Habitable worlds and Molten Habitats.
--- Mantle Mining Facility will not provide Borehole Maintainer jobs on Molten Habitable worlds and Molten Habitats.
--- Mantle Mining Facility requires fully-upgraded capital (and 80 pops) on Molten Habitable worlds and Molten Habitats.
- Apply updates to vanilla Extradimensional Weapons to their ESC updates.

Update: 6 Jun, 2020 @ 5:57am

- Add passive generation of ESC special resources to AI, should they be able to make use of the said resources.
- Fix Siegebreaker bombers not having tracking.
- Gravitic anomaly edicts now require gravity manipulation technology rather than gravity weapons one.
- Fix typo in Cerebral Node's description.

Update: 26 May, 2020 @ 12:29pm

- Psionic avatars can now be recruited at the empire capital. Edict for psionic avatar summoning has been removed.
- Add new armies: Erasure Squad (biological) / Eradicator Droid Army (mechanical). Rather fragile, but can dish out a lot of damage. Required chrono-spatial weapons.
- Updated most custom projectiles, significantly reducing the number of particles used without noticeable quality losses.

Update: 17 May, 2020 @ 3:36am

- Update AI economic plans to 2.7 standard.
- Remove forced turret entities.
- Add support for federations rare tech weight bonuses.
- Buff precursor jump drive.
- Add new aux component: Precursor Armaments Enhancer. Buffs fire rate and damage of all weapons. Can be obtained only from FE while playing with ESC Overwrites.
- Network Regulator is once again using vanilla jobs for unity generation.

WARNING: As of this update the mod is no longer compatible with Stellaris versions prior to 2.7. Please use legacy versions of ESC is you're on Stellaris 2.6 or earlier.

Update: 14 May, 2020 @ 12:47pm

- housekeeping

Update: 12 May, 2020 @ 1:03pm

- Change target game version to 2.7.*
- Re-do resource icons for Living Crystals.
- Update icons for other ESC resources.
- Tier 1 Living Crystal Farm no longer costs rare crystals.
- Mod menu can now be opened via planetary decision on the capital world.
- Placed a locker to hopefully prevent multiple instances of mod menu being opened simultaneously.

Update: 5 May, 2020 @ 2:07pm

- Remake customization menu to allow for greater flexibility in mod configuration:
--- Weapon groups can now be toggled on and off separately. Buildings with jobs for special resource production are now toggled on and off along with their weapons group.
--- Give advanced jump-drives their own option, decoupling them from thrusters.
--- Rewards for each leviathan can now be toggled on and off separately.
--- Every no-special-resource non-leviathan-reward building can now be toggled on and off separately.
- Fixed range multiplier of the improved psionic jump-drive.