Stellaris

Stellaris

Aesthetic Cinematic Gameplay (ACG)
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Update: 3 Mar, 2022 @ 1:12pm

[save-game compatible]

*the previous update i.e. for Stellaris 3.3.* was intended to be the last official update for quite some time but i could not resist to provide this small additional update after i received a bug report. i want this last official version of ACG to be 100 % bug free. so i fixed a jump drive bug where bonus was not applied properly for later tiers ... thx to "The Slappy Jock" for pointing this out. have fun!

Update: 28 Feb, 2022 @ 5:34am

*Update for Stellaris 3.3.*

Update: 11 Jan, 2022 @ 2:22pm

[save-game compatible]

*Financial Space Center (starbase building) has been nerfed. It's now producing 6 trade value per building flat. Previously it produced more trade value the bigger the system was, which was unbalanced for very big systems. ... thank you for pointing this out @Gatzek

Update: 10 Jan, 2022 @ 11:25am

[save-game compatible]

*updated some translations for shipyards and replaced some localisation/naming of starbase buildings ... thx to Gatzek for providing the necessary polish translations!

Update: 9 Jan, 2022 @ 1:38pm

[save-game compatible]

*replaced "basic shipyards" with "Shipyard Extensions" starbase building because the previously introduced basic shipyard is not implementable as intended with the current coding options of Stellaris ... unfortunately
*so from now on the shipyard starbase module will be named "Shipyard" (like in vanilla) and the shipyard starbase building will be named "Shipyard Extensions"
*the shipyard-module "Shipyard" will provide +1 shipyard and +2 % ship building speed (previously +1 shipyard and +4 % ship building speed)
*the shipyard building "Shipyard Extensions" will provide +1 shipyard and +12 % ship building speed (previously this was the "basic shipyard" that only provided +1 shipyard)
=> in order to build ships on a starbase you need to have at least one "shipyard" starbase module active
*increased AI weight towards focusing on shipyards when necessary. this is not as good as having the previously built-in shipyard but it's better than nothing when i want to avoid people encountering a fleet reinforce bug

Update: 7 Jan, 2022 @ 2:56pm

[save-game compatible]

*slightly reduced pop growth and assembly speed for better mid- and late-game balance
*there will be a bigger chance for same species pop growth instead of random species pop growth from now on (more realistic than with vanilla)
*slightly increased pop kill chance when a planet is hit by orbital bombardment (it was already increased with ACG, this is just a small increase compared to before)
*increased chance for collateral damage when armies are fighting on a planet (more realistic)
*fixed missing technology icons for corvette bombs Tier II - Tier IV ... thx to E. Red for letting me know

Update: 3 Jan, 2022 @ 12:40am

[save-game compatible]

*reworked built-in shipyard for each starbase higher than outpost:
*previously each starbase higher than outpost included one basic shipyard because this helped the AI avoid being stuck with not building any fleet in case they lost their shipbuilding starbases and it also highly increased the AI ability of building ships/fleets generally. unfortunately this lead to also human players being forced to use those shipyards if they want to auto-reinforce their fleets (because auto-reinforcing fleets does not differentiate)
*so i removed the built-in basic shipyard for each starbase higher than outpost but..
*added 1 additional starbase building slot to all starbases higher than outpost and..
*added a new starbase building "basic shipyard" which provides +1 shipyard for each starbase and does not cost any resource => it's basically a built-in kind of shipyard that only needs to be activated
=> this way the AI will always use this new basic shipyard that does not cost any resource and it provides the same benefit like before BUT no human player will be forced to use the previously automatically built-in shipyard anymore and people can decide if they want to use it or not.
*changed icon for advanced shipyard module and basic shipyard building to show some differentiation
*included polish translation for the new features ... thx @Gatzek for providing the necessary translation

*rebalanced hydroponics bay => it will provide 6 food now instead of 10 to adjust for the additional building slot on starbases and avoid overproduction of food especially for human players who decide not to use the "basic shipyard" module
*adjusted jump drive I, II, III range
*ascension perk arcology project does not require housing technologies first anymore but rather having picked one additional ascension perk before being able to pick it compared to vanilla => this way it ensures that players who are unlucky with not getting the low tech tier housing technology until very late game to not being stuck with not being able to build city-planets while at the same time making it a little bit more difficult to get it through expanding the additional ascension perk requirement +1 compared to vanilla
*slightly increased passive war exhaustion gain

Update: 28 Dec, 2021 @ 11:49am

[save-game compatible]

*added special fighters to the Herald Event ship design in order to make the ship feel more unique and important once you got it via the event chain (it's still not as overpowered as in vanilla but it can play a decisive role in early to mid game)
*made auto-design now better automatically upgrade from hyper drive III to jump drive I
*added a new icon for the new corvette tactical reconfiguration module technology

Update: 28 Dec, 2021 @ 12:10am

[save-game compatible]

*updated polish translation ... thanks to Gatzek for providing the necessary files
*the first hangar technology will now only appear if carriers have been researched (previously strike-craft research was enough for showing up as tech-option which was therefore too early)
*fixed a missile bug for scavenger bot and voidspawn
*slightly rebalanced scavenger bot and voidspawn missile stats

Update: 27 Dec, 2021 @ 2:22am

[save-game compatible]

Winter-/Christmas Update for ACG

Graphics
*reworked empire colors that are shown on ships incl. and most important: lights on ships => they are now much brighter and more realistic/immersive (flag and empire colors on galaxy map are unchanged) + added new colors (based on 48 empire colors mod by Genusaus)
=> from now on if you want to use other color-mods than built-in ACG colors then load those mods after ACG. however please be aware you will loose the ACG built-in brighter ship lights then.
*added ambient effect and metallic reflections for ships and some other space objects. this will make ships and stations look better and become better visible from distance at the same time - especially in conjunction with the new brighter ship lights (Real Space support for this feature is included)
*improved immersive scaling: titans and carriers are now bigger (like true capital ships), battleships a little bit smaller, cruiser, destroyer and corvettes are significantly smaller. this will lead to a more realistic relative scaling
*adjusted scaling for science and constructor ships to be more in line with new corvette/destroyer scaling
*added new laser beam graphics for juggernaut and supercarrier fighters. this will add more variety between fighter weapon animations and also make juggernaut and supercarrier fighters stand out from other fighters

New Content
*added new module for corvette late-game: tactical reconfiguration module. this module will allow corvettes to either get defensive bonus for a fleet support role (buff to HP, speed decreased) or to get an offensive bonus for bomber squads (huge buff to damage and speed but huge nerf to HP). together with the new bomb option it will allow corvettes to become a viable counter vs capital ship fleets or viable supporter during late game => the first research option will appear once you researched carriers
*added new corvette late-game ship section (bomber) and new corvette late-game weapon (bomb)
... AI will use the new content according to their playstyle f.e. a pacifist won't use kamikaze bombers but rather support corvette ships but a fanatic xenophob and militarist will use bombers whenever he can

Balance
*slightly adjusted corvette, destroyer and cruiser speed
*slightly tweaked strike-craft speed
*slightly increased targeted weight of corvettes during late game for AI in order to adjust for the new beneficial role-options of the new corvette design

Bug Fixes
*fixed vanilla turret bug for Ancient Station ... thx to FirePrince for the hint
*fixed wrong textures for pirate galleon ship