Stellaris

Stellaris

Stellaris: Better Combat
Showing 41-50 of 81 entries
< 1 ... 3  4  5  6  7 ... 9 >
Update: 2 Jan, 2022 @ 1:04pm

Bug fixes:
- Fix the Science ship hyperlane detection range from 3 to 1 (same as Vanilla).

Updates:
- Change the repeatables back to the original values, since this is a bit out of scope of this mod. (previously the repeatables were doubled in cost and benefit).
- Increase max evasion from 90% to 95% to help Corvettes survive late game.
- Double bonuses for explosive weapon repeatables to improve late game performance
- As suggested in the Paradox forums some changes to accuracy and tracking to help them scale better:
1. Base accuracy of most weapons is reduced, and now combat computers provide an accuracy bonus.
2. The tracking bonuses for computers and sensors is now multiplicative instead of additive. For example, this means that an XL weapon with 0% base tracking will generally be stuck at 0% tracking, regardless of technology level.
- Minor adjustments to weapon range as a visual improvement (again, to prevent the mosh pit effect of Vanilla). Picket and Defender computers now have target range of 50, Line computers 70. Most weapons have been adjusted to compensate. Weapons with minimum range have also been adjusted accordingly.

New features:

- New Titan-class explosive weapon, "Meteor Torpedo" - Slow moving but lots of damage.
- New missile graphic for Concussion / Gemini torpedoes (reddish plume).
- New graphics for the Twin Autocannon weapons.
- New utility for aux slot, "Elite Equipment Upgrade". Expensive but makes the ship significantly more durable and more powerful, similar to a hero unit. Available for Corvettes through Titans. Intended only to be cost effective in certain situations. AI players will not use this for now, feedback is welcome.

Update: 30 Nov, 2021 @ 3:39pm

Significant update to fix some bugs due to 3.2.2, and also made some changes to the AI fleet compositions.

- Different AI players now have specific weapon preferences, in addition to general weapon type preferences. Specifically, I reduced the AI's affinity to Ion Cannons (should see more Tachyon Lances, Arc Emitters, and Giga Cannons now).
- AI Players now have different combat computer preferences, so an AI player that builds a carrier fleet will now use carrier computers.
- Certain AI players will now use the "Defender" computer combined with short range weapons.
- AI players that use the DLC species packs will now avoid building the ships sections that are missing for those species.

- Changed the picket computer target range from 30 to 40. This is mostly a visual change and prevents some of the mosh-pit effect of combat, but it does have a minor effect on some weapons (like PD or Autocannons) that have 30 range.

- Minor other bug fixes, such as the ship icons and 3d ship viewer that were introduced in the 3.2.2.

For specifics about the different AI personalities, look at the discussion, "What does this mod do, exactly?" and scroll to the last section.

Update: 15 Nov, 2021 @ 8:26am

After a hiatus, I have published an update with some new content. Nothing major or save-game breaking, but hopefully some new flavor.

Various weapon balance changes
- Minor damage increases to Pulse Lasers, Thermal Lances, Advanced Rocket Pods, and PPCs.
- Minimum range for Titan weapons reduced from 75m to 50m.
- Damage reduction for Scout Wings and Basic Strike Craft.

Visual changes and fixes
- Fixed a bug with hanging laser muzzle flashes that continued to glow after the laser was fired.
- Other minor visual changes, such as reducing "combat back off rate" and increasing allowed formation spread.
- Fixed a bug with the Supremacy tradition that occurred during the last Stellaris update.

New features
- New Battleship bow section with 3G, 2S slots.
- New weapon: Large Burst Laser (researched in tandem with the Medium Burst Laser).
- New Starbase module: Defense Battery (2x PD weapons plus Shield Capacitor).

Update: 29 Aug, 2021 @ 6:22pm

- New T-slot weapon 'Shock Cannon' - a kinetic alternative to the Perdition Beam. More damage per second, but lower burst damage and slightly shorter range.
- New L-slot weapons, tier-3 'Particle Projector Cannon' and tier-5 'Advanced Particle Projector Cannon'. They ignore shields and armor, and are functionally a L-slot Disruptor weapon that looks much more impressive (or a miniature version of the XL-slot Arc Emitter). They will both upgrade into 'Cloud Lightning' if you are able to find it. These are included in the existing 'Specialized Energy Weapons Cache' tech tree, so nothing additional is required to research.

Update: 21 Aug, 2021 @ 5:33pm

Some minor incremental changes:

- New Titan Bow - Missile Battery - Replaces the 'T' slot weapon with 16x 'G' slot weapons. (I would appreciate feedback on this one)
- Titans can now use the Line combat computer.
- New repeatable tech to increase Titan hull points (25% per increment).

A bit of combat variety for Crisis ships:

- Contingency ships trade their small and medium weapons for large weapons, energy torpedoes, and point defense. (stronger against large ships and carriers, weaker against smaller ships)
- The Unbidden ships trade their small and medium guns for Stellarite missiles and point defense.
- No changes to the other Crisis ships.

- New Sapient, Autonomous, and Precog "extra long range" Carrier computers. These are programmed for 220 range, outside of the range for all other weapons except for strike craft or Titan 'T' slot weapons. They are researched automatically, no additional tech requirements. Available for Cruisers, Battleships, Titans, Juggernauts, and Star Eaters.

Update: 1 Aug, 2021 @ 2:07pm

- New muzzle flashes for certain weapons so they are distinctive on the battlefield (Note: to me this is fairly important, since I find myself often without sufficient intel to inspect an enemy's ship loadout -- the only way to know what they are using is to watch!)
-- Mega and Giga Cannons: A very large, bright blue flash with static
-- Heavy Autocannon and Heavy Ultra Autocannon: Large reddish flashes
-- Kinetic Shotgun: Large, bright white flash with static
-- ER Coilgun, HV Penetrator, and Gauss Rifle: Blue, light blue, and white respectively

- Minor other visual changes.

Balance changes:
- Increased the damage of the Pulse Laser by approx. 15%, as it seemed ineffective in most situations.
- Fortresses will now require the first Military hull upgrade as a prerequisite to build.
- New Battleship core section "Guardian Core", with 2L and 4P slots. This allows a PD-heavy Battleship build without relying on Carriers.
- Add new physics tech repeatable for Point Defense, providing +10% fire rate and +10% damage per tier. This provides a counter to the Strike Craft repeatable technology.

Update: 29 Jun, 2021 @ 9:09pm

- Added two new core sections and one stern section for the Titan.

Update: 27 Jun, 2021 @ 3:52pm

- Increased the health of missile weapons to make them more survivable against PD and strike craft.
- Increased base armor and shield of Ion Cannon defense stations by 5000.
- Reduced tracking bonus for the Titan aura from +10 to +5.
- Reduced build time for military stations by 50%.
- Made the Tactician computer available for Juggernauts and Titans.
- Changed the name of the 'Carrier' computer to 'Carrier/Fire support' computer to more accurately reflect the purpose.

Update: 20 Jun, 2021 @ 6:16pm

- Fixed a bug that caused ships and military stations to get too close to each other and not maintain spacing.

Update: 16 Jun, 2021 @ 6:21am

- Increased Starbase reactor power by 33% in each stage to ensure Bastions can be fully equipped with shields.
- Changed the reactors for Military Stations and Fortresses so they each have their own dedicated reactor sizes. This means Fortresses will have much more power to work with.
- Removed the 'old' folder that was still left behind in the localisation directory.
- Fixed the Twin Autocannon attack animation.