Stellaris

Stellaris

Aesthetic Cinematic Gameplay (ACG)
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Update: 10 Mar, 2024 @ 10:58am

[save-game compatible]

*added missing localisation code for other languages than english ...forgot to include it with the previous update, that i just released. this hotfix update is fully save-game compatible though. so if you started a new game after i released the previous patch for the military manpower update, then there is no need for starting another game

Update: 10 Mar, 2024 @ 5:19am

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 3.11.1

**** Balance
* increased bonus that you will get from ACG base techs, that are required for reaching later stages of research in order to compensate for vanilla technology production nerfs for researchers
*slightly increased time for ACG fallen empire origin addon empires to regain their old tech capabilities i.e. the technology event chain will take slightly longer - this was also done in order to adjust for slightly slower research progress within the galaxy even though i rebalanced tech costs

**** Content Rework
* reworked military manpower mechanic in order to improve immersiveness, make it cause less additional incompatibilities with other mods and provide more options for players
* removed 00 capital buildings file
* added new ACG custom building that will be built automatically on all capital planets, habitats or ringworlds (if the capital is moved then the building will be destroyed and rebuilt on the new capital automatically)
* added new ACG custom military manpower planetary deposits
* added new planetary decision option to stop recruting military manpower on planets, habitats and ringworlds
=> this decision can be turned on and off
=> per default it is on
=> it will enable you to f.e. let military manpower only be recruited on certain worlds, while other worlds won't be used for military manpower recruitment and will not suffer any negative growth penalties that arise from recruiting military manpower, when military manpower recruitment is necessary

**** Bug Fixes
*by removing the 00 capital buildings file another bug, that was included into this file before, which potentially caused some military manpower issues for some people, will also be removed
*added missing technology descriptions for T1 - T3 society, physics and engineering basic technologies.
as a reminder: with ACG there are T1 - T10 i.e. 10 basic technologies for each tech category (society, physics, engineering). those techs are essential for ACG since those techs do not only provide a bonus for researcher output of each category but also function as a requirement for getting higher tech tier technologies, higher tech tier components, ships etc. the missing description for T1-T3 occured because stellaris vanilla devs decided to remove those technologies, while i decided to keep them because of the previously mentioned functioning of them for ACG

Other Note: unfortunately the rework for military manpower requires a new game. the other option would have been to make it save-game compatible but this would have had negative effects on performance. therefore i decided it's best to release this non-save game compatible new version of ACG while at the same time providing an old legacy version for ACG 3.11.1

Update: 2 Mar, 2024 @ 7:13am

Update for Stellaris 3.11.*

Update: 11 Feb, 2024 @ 11:38pm

[save-game compatible]

**** Bug Fixes
*fixed bug for "Broken Shackles"-origin players, where military manpower wasn't working as intended... thanks to Osiris, our new ACG team member, who pointed out this bug and provided a fix for it

Update: 25 Dec, 2023 @ 12:32pm

[save-game compatible]
Update for Stellaris 3.10.4

**** Updated ACG for Stellaris 3.10.4
*included some minor adjustments for 3.10.4 (save-game compatible)

**** Balance
*slightly adjusted some ACG difficulty settings on admiral setting

Update: 14 Dec, 2023 @ 1:26am

[save-game compatible]
HOTFIX

**** Bug Fixes
*fixed bug where once you reached a huge amount of pops (> 1300 pops) you could encounter issues with military manpower production and military manpower capacity. ... thanks to Mechachine and MassEffect638 for reporting this bug and thanks for Wirsinger who also tried to help

Update: 5 Dec, 2023 @ 10:34pm

[save-game compatible]
HOTFIX

**** Bug Fixes
*fixed bug where an additional (non-playable) graphical dummy/test model was shown in 3D ship appearance when choosing your empire - this had no gameplay effect because this dummy/test model was not available in game to any empire, but i just forgot to exclude it from this view.... thanks to FlixPro for pointing this out


Update: 5 Dec, 2023 @ 11:53am

MAJOR ACG UPDATE FOR 3.10.* and ASTRAL PLANES DLC - NEW GAME REQUIRED
... if you want to use your old save games please use ACG legacy version

**** ACG main mod + ACG submods
*added full compatibility for Stellaris 3.10 and new ASTRAL PLANES DLC

**** New gameplay features
*New gameplay mechanic and resource added: MILITARY MANPOWER (for more information please join the ACG Discord Server - Dev Diary Channel[discord.com])
*Reworked ACG crew ship components

**** Gameplay Adjustments + Graphics Reworks
*Completely overhauled and reworked Juggernaut ship models graphically, as well as content related (for more information please join the ACG Discord Server - Dev Diary Channel[discord.com])
*ACG Supercarriers are now 4 section ships instead of previously 1 section (leads to cleaner overview within ship designer)

**** Graphics
*Major improvements for missile graphics + minor improvements for torpedo graphics
*Graphically upgraded Prime PD capital ship component
*REMOVED previous Dark Blue UI theme

**** Balance
*improved AI budgeting and economical behavior with a higher focus on leader, ship and starbase spending
*rebalanced all new leader traits related to warfare/ships/ship stats/combat etc. (consistent with previous ACG adjustments)
*stopped AI from spamming new stellaris orbital habitats (consistent with previous included stop for AI habitat spamming)

EDIT: new additional required mod to use together with ACG:
UI Overhaul Dynamic - Extended Topbar

MOD LOADING ORDER:
a. other mods
b. UIOD
c. UIOD Extended Topbar
d. ACG
e. ACG Return of the Ancients
f. ACG Icons UI Addition
g. ACG Comp. patches and ACG Revert mods

Update: 30 May, 2023 @ 9:14am

[save-game compatible]

**** Includes update for Stellaris 3.8.3

**** Additional Bug Fixes
*fixed wrong icon for permanent employment civic ... thanks for letting me know about it Dr_Sagi
*removed starbase defense platform bonus from some council positions and added starbase bonus instead (because there are no defense platforms with ACG) ... thanks to Artay for pointing this out


**** Compatibility
*updated ACG for the most current UIOD update
*added adjusted spaceport module icon for Expanded Stellaris Ascension Perks mod for ACG and ACG Icon UI Addition (ESAP does include 100 % compatibility with ACG now in case you didn't notice it before)

Update: 19 May, 2023 @ 4:53am

MAJOR ACG UPDATE FOR 3.8.* and Paragon DLC - NEW GAME REQUIRED
... if you want to use your old save games please use ACG legacy version

**** ACG main mod + ACG submods
*added full compatibility for Stellaris 3.8 and new Paragon DLC

**** New feature
*added new feature available via policy for choosing to focus defensively either on armor or shield (or both equally like before) and to focus offensively either on explosive, kinetic or energy weapons (or all equally like before). choosing a defensive or offensive focus policy will increase the chance of auto-designer picking such components - this is also working for starbases BUT only if you upgrade them and if you change your policy then you need to click on the auto-design option for ship designer for those changes to be applied (this seems to be hardcoded - can't do anything about it). last but not least if you choose an offensive focus then your chance of getting more weapon technologies of that kind f.e. explosive increases as well => you want to create a starbase with only armor and only explosive weapon components? => no problem anymore

**** Balance
*rebalanced all new leader traits that are related to warfare and economics of ships, starbases, starbase buildings, modules and so on. all in all those traits will be less overpowered and imbalanced with ACG compared to vanilla
*Due to feedback received i decided not to increase the leader cap for now. This might be changed over time if i receive more feedback
*slightly increased fallen empire strikecraft damage. this way fallen empire strikecraft will still be slightly better than the new paragon DLC skrand strikecraft

**** Graphics
*changed zoom step when entering system to be somewhat more far away compared to before which was closer
*graphically reworked and improved paragon DLC ships, i.e. added 21 target locators (vanilla = 0), reworked texture files and so on
*reworked UI to be in line with ACG and UIOD