Stellaris

Stellaris

Aesthetic Cinematic Gameplay (ACG)
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Update: 26 Sep, 2020 @ 3:18am

*added new icon for "Eternal Citadel"-Technology

Update: 26 Sep, 2020 @ 1:53am

*added new requirements for showing level 6-10 tech tiers and repeatables in the technology options
*fixed some missing localisation parts of mainenance bays in technology view
*removed ion cannon module and defense fortification building
*reworked eternal vigilance
*added a new starbase level 6 "Eternal Citadel" => unlocked by "Eternal Vigilance" ascension perk and after having researched citadel starbase technologies
*new "Eternal Citadel" won't be super overpowered but will host more ion cannons and more hitpoints like if you had used ion cannon modules and defense fortification building before => it's a workaround to make the AI use it properly since the AI failed to use new starbase buildings and starbase modules no matter how you try to code the AI-Behavior (no other mod on the workshop seems to be able to find a solution for the AI ignoring new buildings/modules for starbases)

Update: 23 Sep, 2020 @ 5:49am

*reworked one tradition that had a defense platform modifier (The Great Game). now it only buffs starbases but not defense stations anymore (which would be worthless after removing them)

... thx to Gatzek for pointing this out!

Update: 23 Sep, 2020 @ 2:32am

*reworked edict/ambition that added build speed for starbases and defense stations (fortress proclamation) => now it only adds build speed to starbases (defense stations have been removed)

Update: 22 Sep, 2020 @ 6:50am

*replaced modifiers of one more technology that was buffing military stations and replaced it with buff for starbases

Update: 22 Sep, 2020 @ 6:03am

*replaced buffs of two repeatable technologies that buffed military stations with modifiers that buff starbases instead (since military stations have been removed and those repeatables would be worthless)

Update: 19 Sep, 2020 @ 1:16pm

*no gameplay change
*finished code restructuring and added prefixes in order to give ACG priority over other potentially conflicting/incompatible mods
* if you used ACG with compatible mods this update won't affect you
* if you used ACG with incompatible or conflicting mods this update might affect you since ACG now has priority over most other mods
*updated some german translation/localisation

Update: 19 Sep, 2020 @ 2:19am

MAJOR UPDATE

Please Note: I know it's annoying to have to start a new game after such big updates and this is the 2nd bigger update for ACG within a fairly short time. I promise this is the last new/reworked content update that requires a new game for quite some time now.

IMPORTANT: IF YOU HAVE AN OLD SAVE GAME OR DON'T LIKE THE NEW UPDATE YOU CAN USE THE ACG LEGACY MOD 2.7.2b

>>> CONTENT AND BALANCE

*** BIGGER CHANGES

*completely reworked how military power is calculated
*further improved AI behavior during wars

*completely reworked/rebalanced starbases and defense stations
=> removed defense stations and ion cannon defense stations since the AI is not using them and therefore it's more or less a player-only cheat-feature at the moment
=> added more and new weapon components to starbases f.e. all starbases now have strike craft to defend them, a citadel now has one rebalanced ion cannon slot / you can get more ion cannons by building ion cannon batteries IF you have the required technologies and ascension perks (ion cannon batteries are limited to 2 at each starbase for balancing reasons)
=> reworked ascension perk: eternal vigilance which previously added more starbase defense station slots. from now on this ascension perk will be a really interesting choice: it makes starbases stronger (immediately) + adds a new starbase building (defense fortification that also enhances starbase defense structures) + it adds the option to build ion cannon battery modules at citadel-starbases (max 2)
=> rebalanced and reworked starbase modules and starbase buildings f.e. starbase modules are now more expansive but also more meaningful because they add more weapon slots and even strike craft
=> reworked starbase costs and progression f.e. it will be more difficult/expansive to get high tier starbases and modules but modules are better than before
=> reworked defense grid supercomputers (will make a starbase stronger but won't add defense stations because they have been removed)
=> as a result:
a) assaults on starbases will lead to more cinematic battles (especially in mid-late game with a lot of strike craft/ion cannons etc.)
b) starbases will cost more and their progression will be slower but once they are fully upgraded they will be very strong. if you also have the right ascension perk (eternal vigilance) you can build extremely strong starbases that come even close to fallen empire starbases and can hold off entire fleets (but fallen empire starbases are still stronger and even the best possible starbase can be beaten with very large fleets but at a high cost)
c) with enough investment you can build real fortresses that can hold off entire enemy fleets especially in late game but starbases still won't be too overpowered and they can and will be beaten with huge enough fleets in epic battles

*reworked Juggernaut: removed XL Weapon Slots and added two slots for ion cannons instead, also added two more strike craft slots in order to compensate juggernauts additionally for the fact that strike craft dies now more often and stays dead for longer because of the lower regeneration rate

*increased base fleet command limit (from 30 to 50) and increased incremental steps for increasing fleet command limit with each major ship technology => in some situations the AI will use a lot of smaller fleets if it wants to defend f.e. and in some situations the AI will use more like doomstack fleets if there is no need to defend and it can use all it's military fleet power to attack
*removed one corvette ship section (Small 1, Point-defense 2 slot section) because it's too overpowered vs new strikecraft-enhanced starbases and the AI spams it (which is reasonable because it's overpowered like i said). i could have just let the AI don't spam it but then it would be a cheat for human players to use it. there are enough point-defense options on ships and even PD-Strikecraft available. so you will be able to do fine without it

***SMALLER CHANGES

*reworked corvette missile section (removed small weapon slot and added point-defense weapon slot instead for making corvette missile ship sections a better choice)
*improved AI behavior regarding corvette ship section choice
*communication jammer and subspace snare now both decrease enemy ship speed AND enemy strike craft speed
*slightly improved variation between strikecraft speed and rotation (higher level strike craft will be able to rotate and move a little bit faster than lower level strike craft; fighters still move faster than bombers) as a result you will see more strike craft being able to chase other strike craft

>>> GRAPHICS
*rescaled lithoid ship death animations (too big before)

>>> BUG FIXES
*changed prefix of some files in order to make sure ACG is overwriting other mods that are incompatible with ACG
=> more prefix/filename changes will be coming shortly with the next update to further improve ACG priority over other mods

Update: 14 Sep, 2020 @ 6:23am

*further improved building tile background by adding clouds

Update: 14 Sep, 2020 @ 5:22am

*adjusted some of the AI weights implemented with the previous update