Stellaris

Stellaris

Aesthetic Cinematic Gameplay (ACG)
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Update: 19 Jan @ 11:59am

[save-game compatible]

Small Bugfix Update

*adjusted description of overlord beholder jobs (they are not adding to defense platform capacity with ACG but instead increase the offensive and defensive capabilities of starbases generally, feature-wise this was working fine before, but the description was not correct before) ... thanks to Bojar for pointing this description bug out

*adjusted some military manpower technology positive modifiers (previously soldiers/drones would produce more military manpower with those techs, but that caused soldiers/drones to produce military manpower even when the maximum limit was reached, which is a bug. by changing those modifiers to general military manpower recruitment increase this bug is being avoided) ... thanks for letting me know about the bug to KnightFury

Update: 28 Nov, 2024 @ 12:49pm

[save-game compatible]

*Update for Stellaris 3.14.1592 patch

Update: 23 Nov, 2024 @ 5:47am

(should be) [save-game compatible]
Bugfix Update

*removed option to disable or enable ACG debugger mode => it will be enabled for everybody now in order to ensure best functionality with military manpower and in order to avoid any bugs related to this ACG feature
*slightly reworked military manpower debug checks that will be performed automatically ... thanks to Redfoxx for pointing out an issue with this mechanic when it came to planetary diversity - should be fixed now
*micro manager admiral trait is now a negative trait with negative stats i.e. increases ship upkeep (previously decreased ship upkeep with ACG) ... thanks to Bojar for mentioning this
*military manpower will no longer draw from pre-sapients ... thanks to Bojar for mentioning this
*technology category icons won't have identical place holder icons anymore which happened because i removed some redundant ACG code with the previous ACG update ... thanks to Abolohit for mentioning this

Update: 19 Nov, 2024 @ 11:44pm

MAJOR ACG UPDATE that requires a new game
... if you want to use your old save games please use this ACG legacy mod version for 3.13.*

**** Includes full update for Stellaris 3.14.* and Grand Archive DLC

**Please note:**
*this update for ACG turned out to be very difficult and it took much longer than i previously thought (more than 80 hours) mainly because with the new Grand Archive DLC **more than 360 new ship modules** (for bio and space fauna ships only) have been added to the game. i **reworked all those new modules to fit into the ACG gameplay experience** - starting with adjusting and rebalancing all those stats, trying to achieve good balance with existing ACG content, reworking weapon graphics, icon graphics and more

ACG does include more ship modules and more tech tiers than vanilla. so i have spread the new space fauna modules that only depend on vanilla tech tiers across the expanded ACG tech tier progression and rebalanced them properly but i didn't add new fauna modules because i think more than 360 space fauna modules are enough. i might expand on that list long-term, but for now i don't have time to add thousand new components which would be necessary if i wanted to add the same amount of modules to space fauna ships like i did for non-space fauna ships. that said i tried my best to provide a solid balance and i think there is by far enough variety available with the existing vanilla amount of space fauna modules when reworked properly for ACG. even though i tried to provide a solid balance experience with ACG, feel free to let me know if you feel like some space fauna modules require further fine-tuning when it comes to balance.


Includes full update for Stellaris 3.14.* and Grand Archive DLC
+ including all ACG code adjustments for 3.14.*

Removed some ACG Non-Core features
+ some old remaining dark blue UI parts have been removed for better consistency with vanilla green UI
+ removed some ACG ship designer UI elements (blue circles) and replaced them with more vanilla like frames (recolored though)

Reworked all Fauna and Mutation Icons
+ rescaled, recolored and/or redesigned to be consistent with ACG

Reworked all Fauna and Mutation Weapon Graphics
+ some vanilla fauna/mutation weapon graphics have been replaced by existing ACG weapon graphics when i felt they fit
+ other vanilla fauna/mutation weapon graphics have been completely redesigned and new weapon graphics have been added

Rebalanced all Fauna and Mutation Ships and Modules
+ completely rebalanced damage, defense and all other values related to space fauna ships and modules in order to fit into ACG balance
+ reworked component tech progression for space fauna modules

improved ACG debug functionality
+ added new background debug event checks to make sure AI is going to build a shipyard/beastport if it does not own any to prevent stupid AI behavior where AI does not build shipyards fast enough when all spaceports with shipyards are lost/destroyed
+ improved existing debug functionality regarding ACG military manpower

Update: 30 Sep, 2024 @ 11:18am

[save-game compatible]

*added additional negative modifiers (nerfs) for starbases that have been occupied
*occupied starbases start with massive weapon nerfs + no hull + no armor + no shield
*the starbase will start to slowly repair only hull (no armor, no shield repair/regen yet) and slowly repair damage modules (reducing the damage nerf)
*after some time the starbase will further repair damage modules and start repairing armor as well
*then the starbase will also start to repair shield modules and further improve damage output
*as a last step the starbase will completely repair all damage modules and will be 100 % combat ready again
=> this process can take up to four years until the starbase is fully combat ready again (there is some random element in it. hence sometimes starbases manage to repair faster and sometimes they need longer. 4 years should be the upper end i.e. maximum how long it takes until the starbase is fully operational again)

Update: 14 Sep, 2024 @ 1:28am

[save-game compatible]

*included some graphic and syntax bug fixes that slipped under my radar
*included a bug fix for guided ark colony ship not showing up as an option for Genesis Guides civics ... thanks to Princezilla for letting me know about it!

Update: 13 Sep, 2024 @ 1:12pm

[save-game compatible]

*included a minor UI adjustment

Update: 13 Sep, 2024 @ 12:03pm

MAJOR ACG UPDATE that requires a new game
... if you want to use your old save games please use this ACG legacy mod version for 3.12.*

**** Includes full update for Stellaris 3.13.1 and Cosmic Storms DLC
**** includes update for most current versions of UIOD + UIOD Extended Topbar (required mods for ACG)

Update: 11 Jul, 2024 @ 12:18pm

[save-game compatible]

*included update for today's UI Overhaul Dynamic update ... thanks to E Red for letting me know about the new UIOD update

Update: 30 Jun, 2024 @ 10:16am

[save-game compatible]

Adjustments and Bug Fixes
*tech repair drones II => acg fe origin players won't get this tech as an option anymore since it's unnecessary to get because those empires have better components available already ... thanks to Salvus for pointing this out
*adjusted nanite fleet creating code (just a minor adjustment that switched from previous resource upkeep for one month to instant cost payment) - no gameplay change, just changed it because i think it's a slightly better way of implementing this feature
*adjusted tech requirements for a nanite tech which will be partly obtained by going through the nanite tradition path
*adjusted file name for armor thrusters since this seem to have caused issues for case sensitive linux users ... thanks to Histy for pointing this out
*removed ACG related pop category code which is currently not being used because values are set to 0 anyway (bio trophy, criminal, deviant drone, corrupt drone, xeno ward)
*switched some code position for pop category code which could have caused issues for linux users ... thanks to Histy for pointing this out
*added new mercenary enclave ship crew components that will enable mercenary enclaves to build ships (previously mercenary enclaves only got the fleets that players donated to them) - this was my mistake, i previously thought that mercenary enclaves create their fleets via scripted effects + events, which is wrong (they build ships like other empires) ... thanks to Анунак for pointing this out