Stellaris

Stellaris

Aesthetic Cinematic Gameplay (ACG)
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Update: 14 Sep, 2020 @ 3:56am

*removed ugly building-tile backgrounds of planets (grids) and replaced them with same color backgrounds without any grid
*replaced some repeatable technology icons with new icons to be consistent with new component/modifier icons
*added some improvements for AI behavior during wars (compatible with other AI mods as long as you keep loading ACG after them i.e. let ACG get priority)

... thx to Carniak for providing ideas about improving AI during wars

Update: 7 Sep, 2020 @ 1:28pm

*Separated "ACG Icons UI Addition" mod from the main mod "Aesthetic Cinematic Gameplay"

Update: 6 Sep, 2020 @ 2:02pm

MAJOR UPDATE

IMPORTANT:

1. YOU NEED TO CHECK THE COMPATIBILITY LIST (completely updated today => many mods are incompatible now or gone)

2. MAKE SURE YOU ONLY USE COMPATIBLE MODS

3. MAKE SURE YOU USE > UI OVERHAUL DYNAMIC < with ACG

4. DO NOT USE STARNET AI AT THE MOMENT BUT GLAVIUS AI INSTEAD (with Starnet the AI is lacking too much because they build bureaucrats too late and do not research enough. With Glavius the AI is still agressive but far better economically)

5. IF YOU USE GUILLI'S PLANET MODIFIER => CHECK OUT THE NEW COMPATIBILITY PATCH

6. IF YOU DON'T LIKE THE NEW UPDATE YOU CAN USE THE LEGACY MOD


>>> BUG FIXES
*fixed bug that sometimes prevented gray-goo from spawning
*added restrictions for XL Slot Battleship ship sections => from now on you will only be able to build XL battleship ship sections if you finished researching any XL weapon technology. before you were able to build battleships with XL Slots without having any XL weapon available (sometimes the AI made wrong ship section choices due to that missing limitation)

>>> CONTENT AND BALANCE
*strike craft speed -10%
*improved strike craft engagement ranges and combat behavior (strike craft will now launch later and has a lower engagement range but it still has one of the highest engagement ranges of all weapons in the game)

*rebalanced all technologies (focus progression i.e. technology costs and weights) => it will take much longer until you reach the highest possible technologies and repeatable technologies cost much more => no more easy rushing through technology beyond Tier 5 Components! Now you really have to "earn" the high technologies and invest reasonable with 10 total tech tiers! => included massive compatibility with other mods

*improved war exhaustion of armies
*increased war exhaustion of defense armies
*planet devastation from army ground battles and ship bombardment was increased
*risk of dieing pops during invasion and bombardments was increased (in vanilla pops basically never die even though the planet is almost dead => now pops can die if there are long exhausting ground battles on their planets)
*decreased threshold of protection of pops and defense armies during invasions and bombardments
*slightly increased time it takes for armies to reinforce for better immersiveness

*improved enigmatic decoder tracking value in order to be better than other aux targeting components like targeting matrix
*reworked crews incl. new icons: 4 different crews for each empire with special icons/naming for AI, Lithoid and organic based life empires, as well as one special type of psionic crew if you got psionic research done => crews do not cost resources but they are increasing the ship's upkeep (energy credits)
*rebalanced Armored Thrusters and Psi Thrusters (both add less armor and shields - psi thrusters now slightly add more shield than armored thrusters do with armor

*massively improved AI choices for choosing the right ship components (in my opinion: clearly better than any other AI mod i know and far better than vanilla)

*buffed hive mind empires by adding + 10 % pop growth speed to starting technology

*rebalanced ion cannon costs => compared to defense stations ion cannons have been too expensive. so ion cannon cost was reduced from 2000 to 1000 alloys and ion cannons only take 4 size slots now instead of 8 previously => that should make it competitive with improved defense stations in late game

>>> GRAPHICS

*reworked system view and galaxy view icons incl. new starbase icons
*completely reworked all ship component icons
*completely reworked ship and army stats and tooltip icons
*completely reworked resource icons
*completely reworked army icons and increased army icon diversity vastly (there are 12 "icons" for armies in vanilla and many army icons are copied and therefore the same for different army units, now with ACG there are different 24 icons that show pictures of combat units) => armies and ground battles feel more alive now => icons will show tech/mech armies, monsters, energy life-forms, other aliens, primitives, titans etc.
*fixed some vanilla icon bugs

*new subtle strike craft exhaust/trail effects (also makes strike craft more visible)
*improved perdition beam hit effect
*improved laser beam hit effects
*reworked and improved titan laser, perdition beam and ion cannon beam hit and beam effects of players/fallen empire/ai crisis factions
*recolored jump/drive animations
... and more

... thanks to Foxt for allowing me to use and rework assets from his mod
... thanks to MorallyGray for allowing me to use and rework assets from his mod
... thanks to Eve Online that provided me with a lot of inspiration and ideas for improving icons and gameplay

Update: 5 Jul, 2020 @ 11:10am

*fixed description bug of jump drives tech tier 2 and tech tier 3

... thx to Spacerice for pointing it out!

Update: 17 Jun, 2020 @ 8:22am

*starbases will now better upgrade reactors/sensors to higher lvls

... thx to JohnCordent for pointing out that starbases obviously stopped upgrading at some point

Update: 13 Jun, 2020 @ 12:13pm

*ACG now does fully include polish translation support

...huge thx to Gatzek for taking the time to translate this mod and for providing all the necessary files!

Update: 10 Jun, 2020 @ 1:33am

*added localisation for fallen empire technology (won't affect gameplay)

... thx to nizzypal for pointing it out

Update: 8 Jun, 2020 @ 10:52pm

*fixed missing technology description for prime point defense and new XL Lasers

... thx to SpaceRice for pointing it out

Update: 2 Jun, 2020 @ 4:21am

*fixed bug where dreadnought strike bow could only equip one medium weapon slot even though it had two medium weapon slots available => from now on both medium slots can be equipped with medium weapons again

... thx to Sierra for pointing out that bug

Update: 26 May, 2020 @ 3:48am

*new custom death explosions for fighters, bombers, strike craft => no more simply vanishing of strikecraft like in vanilla when they die!
*reworked Juggernaut and Colossus Limit => old max and base limit was 1 (hardcap) each => new max limits are 3 each (hardcap) with base limits of 1 each (starting limit) => base limit increases with increased naval capacity
*rebalanced Dreadnought limits: increased naval capacity steps for higher limits from 60 to 80
*rebalanced strike craft: bomber hitpoints and shields reduced, fighters and bombers regeneration per day reduced => strike craft is still strong but they can be countered with a lot of fighters and enough point defense AND strike craft will not auto spawn again all the time. it will take time now. so when strike craft died, they will stay dead for some time until new strikecraft can be launched
*reworked flak point defense graphics animations => more dark-greyish and smaller compared to before
*improved corvette rotation speed (corvettes are turning around faster now)
*update for Stellaris 2.7.2 included

... thx to Sierra for pointing out that limits for Juggernauts and Colossus could be increased and
... thx to Pvt_Numnutz and Xenire for pointing out that Corvettes behavior could be improved