Stellaris

Stellaris

Aesthetic Cinematic Gameplay (ACG)
Showing 181-190 of 217 entries
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Update: 20 Apr, 2020 @ 6:06am

*implemented a new reworked code fix to prevent the previous mentioned mistake i made from happening again in the future => no gameplay changes

Update: 20 Apr, 2020 @ 4:17am

*fixed critical bug where vanilla weapon range stats were wrong => forgot to upload an extra file that is necessary to overwrite the vanilla code a few days ago with the big update. sorry for any inconvenience caused!

important: with this update there is no new game required for any new game created on or after 15. april i.e. stats are just fixed but you can still play old save games that are created on or after 15. april

Update: 19 Apr, 2020 @ 7:24am

*fixed/removed wrong range-number description for carrier computers => only description mistake => no gameplay effect since ranges for gameplay are correct

Update: 19 Apr, 2020 @ 2:40am

*improved titan hit effect (one part of the hit effect was not shown in 3D before - now it's shown in 3D)

Update: 18 Apr, 2020 @ 11:54pm

*decreased range before combat is initiated => ships will still move slowly towards each other and during combat but the time when they move slowly before they fire at each other was reduced

... thx @LanceVance and everybody else who pointed that out

Update: 15 Apr, 2020 @ 1:57pm

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Major Update for the mod incl. update for Stellaris 2.6.3

Features

>>> New Content

1. full new custom weapons and utility components + graphical animations for AI crisis faction and Cybrex AI crisis faction making those crisis factions unique like the 5 fallen empire factions that are already reworked
2. New special XL Long Laser Beam Weapon Components incl. new graphics with time travel effect only available to Titans and Dreadnoughts (6 Tech Tiers, first Tech is available as soon as you are able to build a Dreadnought)
3. New Special capital ship point-defense weapon component and technology (rare) incl. new icon - only available to big ships like dreadnoughts, titans and juggernauts (tech will be available after researching titans)
4. New Aura Components for Titan Ships (thx to NHunter for letting me use and rework parts of his mod ESC)
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>>> Reworked/Improved Content

1. Titan, Dreadnought and Battleship ship sections completely reworked
=> no invisible XL turrets for bow anymore (only titan has invisible turret for titan beam)
=> added one visible XL turret to battleships, and several visible XL turrets to dreadnoughts and titans replacing large turrets resulting in
=> Titans, Dreadnoughts and Battleships now having less large weapons but more XL and Point-Defence weapon slots making them better allrounder ships
=> Titans and Dreadnoughts now only use the new XL Long Laser Beam weapons and no other XL weapons - making them unique capital ships that are firing those new long laser beams (titan also got titan laser in addition)
=> other (old) XL weapons are available for Battleships and Juggernauts
2. almost all ships got a lot of new balanced ship sections allowing for more variations
3. adjusted global ship designs for taking into account the new ship sections
4. Cruisers now have a "light" carrier ship section option allowing Cruisers to carry one cruiser-custom sized small strikecraft fighter wing (bombers will still only be available to carriers, juggernauts and starbases/defense stations)
5. Carrier, Dreadnought and Titan Technologies have been adjusted => technology tree = battleship leads to carrier which leads to dreadnought which leads to titan
6. You start now with the possibility to build two dreadnoughts instead of only one (you can still build more dreadnoughts per 60 added naval capacity and your naval capacity still increases with amount of pops in your system etc.)
7. Increased the maximum possible amount of dreadnoughts that can be built
8. Improved AI choice for fleet composition and building ships in general
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>>> Graphical Improvements

1. Slightly more condensed and less spread out space battles due to adjusted ship behavior and range of weapons (see Balance Improvements)
2. Improved titan laser graphics
3. fixed a vanilla graphical bug where some XL weapon locators for large AI crisis ships were misplaced
4. New reworked icons for Arc Artillery XL weapons
5. Improved amoeba weapon graphics
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>>> Balance Improvements

1. Rebalanced range of mid and long range weapons, as well as strike craft
=> decreased the amount of range gained when using mid/long range instead of short range weapons to adjust for slower ship speed during combat
=> shortest weapon range stays the same but decreased mid and long range weapon range
=> resulting in better balanced space battles
2. Rebalanced and reworked PD and FLAK stats
=> flak and point-defense will be more different now since one is good against shields and one is good against armor
=> cooldown and damage increased but overall damage per second decreased by approximately 15%
=> resulting in small weapons will now have higher damage than point-defense and flak
=> making it less of a no-brainer decision to choose between point-defense and small weapons
3. Reworked and rebalanced strike craft stats
=> strike craft will still become better with higher tech tiers but less overpowered
=> decreased hull, shield and armor hitpoints of strike craft
=> slightly decreased all strike craft speed (incl. crisis and non-default empire strike craft)
=> reworked regeneration per day => fighters will regenerate faster than bombers now
=> rebalanced amoeba strike craft damage
4. improved ship behavior
5. Shield generators have been buffed making them increase shields more and better components to research
6. Rebalanced all XL weapon stats incl. power useage
7. added speed modifiers to armored thrusters and psi thrusters
8. Rebalanced amoeba strike craft stats
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>>> Other Bug Fixes

1. fixed bug where starbases of fallen empires did not have custom fallen empire weapon and utility components.
=> Some previously working AI coding does not seem to work anymore. Therefore i had to find another solution to fix this and i had to overwrite a few more vanilla technology files:
=> 00_phys_weapon_tech.txt 00_soc_weapon_tech.txt 00_eng_weapon_tech.txt in common/technology/.. had to be overwritten
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... thx @NHunter for letting me use and rework parts of his mod Extra Ship Components!
... thx @MorallyGray for providing a lot of new icons that i am allowed to use and rework!
... thx @Everybody else who helped with great feedback, ideas and keeping me motivated to work on this mod! :)

Update: 4 Apr, 2020 @ 2:59pm

*Small minor bug fix: Tier 4 and Tier 5 tech icons for flak were switched, while ship designer icon + stats were correct => i switched those icons back again in order to fix it. Now Tech Tier 4 and Tech Tier 5 Flak should be shown correctly again

... thx @Dobrynja for pointing it out

Update: 2 Apr, 2020 @ 12:52pm

*only for Real Space users: fixed graphical ringworld bug that was visible when ACG was used together with Real Space

... thx @EndrPhoenix and JenkoRun for pointing it out

Update: 30 Mar, 2020 @ 4:57am

*added back Tracking to Tier2-Tier4 sensors
*improved Carrier balance => Carriers are now more expensive to better reflect their strength compared to Battleships and Dreadnoughts

Update: 28 Mar, 2020 @ 6:02am

*improved strike craft fleet power calculation (previously fleet power of strike craft was way too high)
*improved balance of strike craft bombers (bomber damage was decreased by approximately 30 %; bombers are still extremely dangerous but less overpowered than before)