Stellaris

Stellaris

Aesthetic Cinematic Gameplay (ACG)
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Update: 26 Jun, 2024 @ 2:04pm

[save-game compatible]

Small Hotfix update for fixing two minor bugs
*ACG FE Origin players previously got cloaking technologies as a research option despite them not needing them (they have their own cloaking options and tech) so i removed those options from showing up anymore for any game that is being started from now on after ACG has been updated ... thanks to Salvus for mentioning this!
*fixed wrong description for mining bay (which happened because this starbase building was removed by vanilla but kept with ACG. i just forgot to add the previous description because vanilla devs removed that too) ... thanks to E Red and Artay for mentioning this!

Update: 26 Jun, 2024 @ 10:56am

[save-game compatible]

*just a minor adjustment: changed ACG debug mode (ACG menu option) to be turned on by default after game start (previously it was turned off by default). this change will not have any effect on already existing save-games and it's fully save-game compatible. you can also simply change this setting by accessing the ACG menu and changing the debugger mode to be turned on or off manually at any time - just like before i released this adjustment update. so it's just a ACG start-setting adjustment and nothing to worry about. have fun continuing your save games!

Update: 26 Jun, 2024 @ 12:31am

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 3.11.*

**** Includes full update for Stellaris 3.12.5 and Machine Age DLC

**** New additional ACG Menu option added
* for removing and disabling hyper relays (will improve mid-/late game performance)

**** Tech Cost Research: Overhauled
* completely reworked research progression costs
* after patch 3.11 techs didn't show the correct numbers that have been set by modders for tech costs because vanilla devs implemented a background formula that increases tech costs more than the numbers chosen by modders
* i found out what's the formula that has been used by vanilla devs and which was working in the background and i adjusted all tech costs accordingly
* as a consequence ACG will show (again) the tech progression that has been in place before 3.11 patch was released

++++ IMPORTANT:
++++ recommended tech cost gameplay settings (pre game start setting) after tech cost adjustments: 1 (or slightly higher if you prefer a bigger challenge) => no need for choosing lower tech cost settings anymore
++++ recommended midgame crisis year: 2300
++++ recommended lategame crisis year: 2400

Pirate Ships (non-playable faction): Improved
* improved pirate ships graphics based on reworks by Zeß (new textures + no rocks on ships)
* added ACG improvements like more target locators etc.

Synthetic Shipset (playable): Overhauled
* improved and reworked existing graphical models
* added new graphical models based on ACG shipclasses

Cybernetic Shipset (playable): Overhauled
* improved and reworked existing graphical models
* added new graphical models based on ACG shipclasses

Nanite Ships (non-playable crisis faction): Reworked
* improved nanite ship graphics by adding more target locators (19 for each ship)
* improved nanite factory graphics by adding more target locators (37 for nanite factory)
* overhauled nanite starbase graphics by replacing ugly vanilla generic starbase design with nanite factory graphic design (incl. 37 new target locators)
* reworked nanite fleets: a lot of small nanite swarmer ships (weak defense but strong offense) added by replacing interdictors and overhauled mothership components and graphics
* added more custom unique nanite components and replacing some old ones

Nanite Swarm (playable Tradition Path): Overhauled
* removed option to build Nanite Swarmer and Nanite Interdictor ships by shipyards within starbases
* added new Nanite Swarm events which lead to building a Nanite Swarm Factory in space
* Nanite Swarm Factory will automatically build Nanite Swarm fleets consisting of a lot of small Nanite Swarmer ships and some big Nanite Swarm Motherships as soon as enough nanite and military manpower resources are available
* Nanite Swarm Factory fleet size will dynamically get bigger or smaller depending on current stockpile of Nanite Resources and Military Manpower available
* Nanite Swarm Factory will also dynamically adjust the use of Nanite resources and military manpower for building those fleets
* Nanite Swarm Factory will stop producing nanite fleets once 100 % naval capacity was reached or crossed
* over time with increasing nanite resource income you will be able to spawn huge Nanite Swarm fleets
* overhauled Nanotech Cauldron planetary building: with vanilla this building does only produce alloys by using energy and nanites. with ACG this building can either produce alloys by using energy and nanites (like vanilla) OR it can produce nanites by using energy and alloys (new)
* added new policy to enable player (and AI) choice for dynamic production focus of Nanotech Cauldron planetary building (either focus production of alloys or nanites)
* reworked Unstoppable Swarm council agenda to fit into ACG
* added new additional nanite technologies
* overhauled nanite traditions
* added new custom unique Nanite Swarm Ship Component Set with new unique weapon graphics
* improved Nanite Swarm Ship Graphics

Cosmogenesis (playable new crisis faction): Overhauled
* replaced vanilla fallen empire ship models with my own new custom made cosmogenesis fallen empire shipset with improved graphics (based on ACG Return of the Ancients expansion)
* replaced vanilla fallen empire ship classes with my own cosmogenesis ship classes: 6 ACG custom made shipclasses instead of old 3 vanilla fallen empire shipclasses
* added new unique Cosmogenesis component set incl. new unique weapon graphics, icons and more
* reworked and overhauled the crisis perks, progression, icons, events and more related to cosmogenesis
* added new ship efficiency gameplay mechanic for balanced progression for cosmogenesis players (based on ACG Return on the ancients ship efficiency module)
* added new cost for cosmogenesis ships: dark matter
* added new technologies and new features for producing dark matter (only available for cosmogenesis players): researchers and neural chip pops will generate dark matter
* .. and more

Fallen Empires (non-playable crisis factions): Overhauled
* reworked and improved all fallen empire (=fe) fleets by replacing vanilla fe ship models with my own
* adding new fe ship classes based on the ACG expansion mod replacing old vanilla fe shipclasses
* updated fe fleet composition incl. fe spawning fleets and fe reinforcement fleets
* updated ACG unique fe component sets
* overhauled techs that you receive as gifts from fallen empires (more techs and more like a progression based on your current tech tier status quo)

Cetana Crisis Shipset (non-playable new crisis faction): Overhauled
* improved vanilla graphical models
* reworked cetana queen mothership graphics (added more weapon turrets and more)
* added completely new custom unique component set for all cetana ships incl. unique weapon graphics
* overhauled techs that you can receive via events from Cetana (more techs and more like a progression based on your current tech tier status quo)

Other Content
* changed Psionic Shield and Psionic Barrier costs - removed alloy cost and added military manpower cost instead since those shields are basically created by psionic abilities of crew members
* added 3 new technologies for improved military manpower production from soldier/warrior drone jobs

Other Graphics
* Improved several ship exhaust trails (especially for supercarriers but also occasionally other shipclasses)
* Replaced Offspring Aura icon with a new ACG icon
* improved some autocannon/pd graphics

Fixed vanilla graphic bugs
* missing exhaust trails for synthetic battle ships vanilla bug fixed
* nanite swarmer and other ship's graphics bugs where the ship scaling would increase during death animation vanilla bug fixed
* and more vanilla bugfixes

ACG: Return of the Ancients (optional ACG Expansion mod)
* new fallen empire T1 buildings will become available during late game via event
* new fallen empire T2 buildings will become available during late game via research after previously mentioned event happened
=> for everybody who wants to play as a fallen empire player without playing cosmogenesis crisis

Update: 3 May, 2024 @ 1:16pm

[save-game compatible]

*reworked and improved the debug ACG functionality:
- added new ACG Debugger option menu that enables users to decide whether to let background checks and fixes run repeatedly while playing or
- if they just want to let a one-time check/fix being run
*improved the checks/fixes that are being applied by using this functions

Why is this even necessary?
=> Because sometimes other mods manage to override ACG Military Manpower features. The debugging functionality does help solve any issues that may arise from using other mods together with ACG. However, that does NOT mean that you can use incompatible mods with ACG since there may be other issues that are not covered by the ACG Debugger Tool!

Update: 24 Apr, 2024 @ 9:47am

[save-game compatible]

*fixed a potential late game bug that could affect military manpower production once you reached a huge amount of pops
... thanks to E Red for pointing this out

Update: 17 Apr, 2024 @ 12:46pm

[save-game compatible]

*removed option for military coordination center building on capital planet to be ruined (previously only excluded demolish option and forgot about ruin option).
... thanks to gavagai5929 for pointing this out

Update: 10 Apr, 2024 @ 12:14am

[save-game compatible]

Balance
*adjusted psionic shield ship power consumption needs to be zero (same like psionic barriers)

Bug Fixes
*removed orbital bombardment damage from a ship medium armor component where it did not belong.
*changed some launcher description where a bonus to energy damage was mentioned while instead the component provided a bonus to hull damage
... thx to TisDavi for mentioning those bugs

Update: 6 Apr, 2024 @ 8:05am

[save-game compatible]

*improved some code related to military manpower and added an improved debugger function for military manpower

Update: 1 Apr, 2024 @ 10:44am

[save-game compatible]

*it turned out some other mods are able to remove ACG military manpower planetary deposits by using code options for broadly removing all planetary deposits (and then potentially adding new ones). this could cause ACG military manpower planetary deposits to be removed in the process as well. in order to fix this, i added
- a delayed check after start of the game (in order to fix such bugs that are being created by other external mods right after game start) and i also added
- a new "ACG Military Manpower Debugger" Button within the ACG menu in-game in case you should ever encounter such a bug during a gameplay session or if you encountered it on a save-game then simply click on the debugger button, and it should solve this issue.

PS: i could have added another option that checks regularly automatically for potential solving of bugs caused by other mods, but if i did that, then it would be bad for performance, so i chose another method which does not cause any negative impact on performance.
... thx to TisDavi for reporting this issue

Update: 15 Mar, 2024 @ 12:34pm

[save-game compatible]

*update for Stellaris 3.11.2 incl. some minor adjustments here and there

****New Feature: Planetary Shields
*used and reworked previous planetary shields mods created originally by Malthus MEM (later updated by Borsk and other modders)
...huge thanks to those modders for creating and updating those mods for a long time!
*added new graphical texture and coloring (fluid ACG shield look consistent with ACG ship shields, starbases shields etc.)
*added new menu option to turn planetary shields on/off anytime
*planetary shield graphics will spawn on planets automatically if option is turned on and if a planetary shield building does exist on a planet
*reworked original code for maximum performance
*reworked and updated all previous planetary shields (with previous mods planetary shields for many planets have been either wrong i.e. too big, too small or non existent at all sometimes)
*added more planetary shields (previous mods had around 28 variants of planetary shields for planets. ACG does include more than 70 variants)
*this feature should be compatible with mods like Planetary Diversity and also Real Space (keep in mind though Real Space System Scale is not compatible => for more information check out the compatibility thread)

****UI Rework
*replaced ACG debris menu icon with ACG icon and added a reworked menu including options for debris or planetary shields to turn those features on/off anytime