Stellaris

Stellaris

Aesthetic Cinematic Gameplay (ACG)
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Update: 20 Mar, 2020 @ 8:07am

***major update and patch for the mod and the new federations update for stellaris incl. 2.6.1 update => huge code rework of the mod was necessary

please note: since i had to rework several hundred files with even more lines of code i can not post all the adjustments that i had to implement for making this mod compatible with 2.6.1. (it would be too much). the following change notes are therefore just a small part of the work that had to be done and are not complete:

* improved time that ships need to engage hostile fleets => they will start the battle later but still early enough to make the right preparations incl. launching strike craft etc.
* starbases now have 2 more building slots
* crystal targeting matrix was reworked and nerfed
* ai crew was nerfed and description was fixed
* base fleet command limit was increased
* juggernauts have been reworked
* custom strike craft components for juggernauts (more strike craft in total)
* reworked graphics of juggernauts (smaller turrets, rescaled general model to make it fit with the mod but still look impressive)
* reworked juggernaut weapon slots (not only medium weapons apart from strike craft and xl => some (not all) medium slots have been replaced with large and point defence slots => making the juggernaut a more diverse ship
* reworked juggernaut utility slots (juggernauts are stronger than vanilla now to fit and better compete with dreadnoughts, reworked titans and carriers)
* rebalanced reactors to improve power useage for ship's components
* added new reactors for ion cannons, starbases and juggernauts
* rebalanced ship sections auxiliary slots for better balance
* fixed lithoid destroyer graphical ship bug of overlapping sections
* rebalanced hangar bays
* reworked some AI weights regarding the choice of components
* restructured some code for requiring less disk space (total size in MB was decreased while total content of the mod increased)

Update: 16 Mar, 2020 @ 12:46am

*added Carrier and Dreadnought ship names

... thx to Cranky for the feedback!

Update: 15 Mar, 2020 @ 8:56am

*removed an old unnecessary ship component that caused issues for some people

... thx to JenkoRun for the feedback and testing!

Update: 15 Mar, 2020 @ 5:52am

*improved speed reduction during combat for better balance (slightly increased speed back again)
*restructured some code in order to fix a late game issue that caused issues after the second scourge wave

... thanks to LykosNychi for the feedback regarding scourge!

Update: 14 Mar, 2020 @ 10:29pm

*adjusted Speed of Carriers and Dreadnoughts to be more in line with other huge ships

... thanks to LykosNychi for the feedback!

Update: 14 Mar, 2020 @ 2:02am

*fixed a syntax error that caused the game to crash when the scourge enter it

... thx to LykosNychi for the feedback!

Update: 12 Mar, 2020 @ 6:32am

*improved AI choice of defense stations

... thx to -{WZ}-Rorschach for the feedback!

Update: 12 Mar, 2020 @ 6:15am

*improved AI choice of ship components
*improved AI choice of starbase modules

Update: 11 Mar, 2020 @ 3:01am

*fixed issue where construction and science ships have been slowed in enemy systems. from now on ship speed will only be slowed during combat

... thx to g0ldheart_rr for the feedback and thanks to kaityomoke for letting me use and rework his code

Update: 11 Mar, 2020 @ 1:55am

*rebalanced Crystal Targeting Matrix T1-T5 => switched shield and armor penetration modifiers with tracking and accuracy
*rebalanced Disruptors => from now on they have 70% shield and 70% armor penetration modifiers

... thx to Dampfnudel for the feedback