Stellaris

Stellaris

Interstellar Ballistic Missile And other Things
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Update: 6 May, 2023 @ 1:01am

Interstellar Ballistic Missile And Other Things Ver 2.1.2
Localized files(in English) added for languages expect existing Japanese and English.

Update: 4 May, 2023 @ 8:50pm

Interstellar Ballistic Missile And Other Things Ver 2.1.1
-Midgame crisis "Invaders From Outside The Galaxy" is added. WIP, but can be played as a beta version by allowing it from the Crisis setting in the config menu. If you allow it, the crisis will occur in MTTH 2 years.
-Coolly, the Aegis Super Laser system equipment is very strong and has been revised downward.
-The performance of the Aegis supercomputer was revised downward.
-Fixed some localization that was missing.
-Removed the direct hit protocol on enemy targets, as what we wanted to do is now possible with cloaking.
-Added new ship sizes: arsenal ships, main battleships, space submarines, and titanic carriers. Requires the "Ultimate Fleet Power" ascension perk.

Update: 29 Mar, 2023 @ 3:22am

Interstellar Ballistic Missile And Other Things Ver2.1.0
Support 3.7.* (hopefully).
Fixed a bug that the warhead manufacturing facilities were completed in an instant.
Added components for cloaking to interstellar ballistic missiles. I haven't tested it much, but this may be too heinous. Of course a new DLC is needed to use this component, but it is an additional element so I won't add it to the required DLC.
Added 1 cloaking detection power to the Aegis station.
Fixed a problem with bloated error logs.

Update: 27 Feb, 2023 @ 2:24am

Interstellar Ballistic Missile And Other Things Ver 2.0.2
-When the Mobile Imperium is completed, GE and ACoT resources are also transferred.
-The debugging edict was visible, now invisible.
-Changes were made to the construction of interstellar ballistic missiles. Previously, they used a large amount of strategic resources, but now they will be built using dedicated resources. For this reason, nuclear warheads, antimatter warheads, and dark matter warheads were added as new resources. These resources will be produced by building structures that will be released after acquiring the corresponding interstellar ballistic missile technology.
-Added the tradition of "Deterrence," a tradition based on the idea of deterring war by establishing mutually assured destruction by IBM.

Update: 4 Feb, 2023 @ 12:07am

Interstellar Ballistic Missile And Other Things Ver2.0.1
Added the tradition of revenge. Having Interstellar Ballistic Missile technology and can be employed when the war is 10 years after defeat or during wartime.
Weakened the hull value, armor, and shields of the Aegis Station.
Aegis Stations can now be built from the planet decision.
Weakened the Aegis Super Laser for Aegis Stations.
Fixed space mine technology not appearing by typo.
Weakened the Mobile Imperium because it was excessively powerful.
Weakened ground forces like nuclear battalions.
Weakened the ASBMs because they were too effective against the OP ships. Burying the precursor Hercules with a single blow was indeed strange.
Made the civics for the ascended empire available in the mobile empire.

Update: 21 Dec, 2022 @ 3:21am

Interstellar Ballistic Missile And Other Things Ver2.0.0
-Compatible with Stellaris 3.6. (Hopefully)
-I was annoyed that a starbase could be completely destroyed by ASBMs, so set the ownership to switch when the hull value is less than 25%. However, if the ASBMs are too overpowered, they will be destroyed.
-On a trial basis, war exhaustion was made to accumulate when damage is taken from an ASBM explosion. Systematically, the display will look as if a colossus has been shot into the capital of the other country, which is normal.
-When a planetary shield generator is destroyed by an interstellar ballistic missile, the planetary shield generator is now ruined instead of erased.
-The pop to be killed by a nuclear warhead has been changed from 15 to 10.
-Nuclear warheads no longer contaminate the entire planet with a single blow, turning it into a dead planet, but instead add a planetary correction called radioactive contamination. If a nuclear warhead detonates while radioactive contamination from a previous detonation is still present, the contamination depth increases, and if the contamination depth increases five times, the planet becomes a dead planet. The contamination is cleaned up over time, and if a nuclear weapon is detonated again while the contamination has been cleaned up, the count remains at the previous level.
-The pop for death by habitat destruction warheads was changed from 15 to 9.
-IBM speed reduced from 500 to 350.
-ASBM speed reduced from 750 to 400.
-The Aegis Super Laser system was indeed too busted, so the performance was lowered, including the laser model.
-Some laser weapons were shooting shells for some reason in the production, so this was corrected.
-Removed menace and time (resource) elements. They will be restored in another mod to be released later.
-Temporarily turned off mod add crisis. It has not been confirmed that all elements are working properly.

Update: 21 Sep, 2022 @ 5:59am

Interstellar Ballistic Missile And other Things Ver1.6.1
Updated descriptor.mod to be compatible with 3.5.X, although there are no changes in the contents.

Update: 19 Sep, 2022 @ 9:27pm

Interstellar Ballistic Missile And other Things Ver1.6.0
(Hopefully) Fixed the problem that the space boat race of the Gambling Foundation was broken.
The power of ASBMs has been revised upward. Percentage damage is now inflicted.
Added sections and components for anti-ASBM and IBM to destroyers.
Reduced overall technology costs.
The star systems to be destroyed by galaxy-eaters can now be identified in advance by decision. Decisions can only be used on stars in the territory that are to be used as hypocenters.
The traits for the spaceboat race were random traits, so this has been corrected.
The ship for the space boat race has been changed to a more appropriate model.
The weighting of occupations related to time was too low and has been corrected.
Added icons to some technologies. However, they are meant as placeholders.
Removed the function of batch upgrade of starbases.

Update: 20 Aug, 2022 @ 2:58am

Interstellar Ballistic Missile And Other Things Ver1.5.0
-Fixed a bug that I had forgotten that I had added a combat computer and had not localized it.
-Removed the need to design a giant railgun shell.
-The Tipler Cylinder required a lot of work to build, so that has been removed.
-The cost of special projects in "Empire Beyond Empire" was too high on second thought, so it was revised downward.
-The cost of special projects in "Galactic Threat" was too high on second thought, so it was revised downward.
-The cost of the "Galactic Threat" special project was too high on second thought, so it was revised downward.
-Added icon images for menace buildings.
-Adjusted menace pop jobs.
-The specifications of anti-ship ballistic missiles were changed. The owner of the anti-ship ballistic missile and his allied fleet will no longer be damaged, although it used to damage everything but the anti-ship ballistic missile, regardless of friend or foe.
-Anti-ship ballistic missiles now enter combat when they are close enough to the enemy ship.
-Galaxy-eater missile now vary in destructive power depending on the size of the galaxy.
-When a neutral star system is involved in an attack by a star cluster shattering warhead or galaxy eater, war with the owner of the system is automatically triggered.
-Mobile Imperium is no longer required for the creation of spacetime extended planets. After acquiring the necessary technology, it is now possible to obtain a spacetime extension planet by terraforming the planet.
-The performance of spacetime extension planets was greatly increased.
-The cost of interstellar ballistic missile technology has been revised downward.

Update: 16 Jul, 2022 @ 1:05am

Interstellar Ballistic Missile And other Things Ver1.4.2
-Fixed as much as possible, since AI was causing occasional crashes when using IBMACS and ASBMACS.
-The Gambling Foundation no longer holds spaceboat races during an endgame crisis.
-The Endsieg Crisis can now be triggered immediately from the config menu.
-The time required for an endgame crisis to occur changes depending on the difficulty level of the endsieg. In Normal, it is 5 years, and in Inferno it is only 1 month.
-The appearance of some the endsieg vessels has been improved.
-Added policies related to interstellar ballistic missiles.
-Added the option to choose whether or not to become a mobile empire when building a Mobile Imperium.
-Added a edict "Change empire type". It is possible to change from a mobile empire to a normal empire, or vice versa.
-When the Mobile Imperium is completed, all pops were erased from the planet, but now only one pop is left.
-Some minor production improvements have been made.
-The construction cost of the Mobile Imperium was felt to be too high, so it was revised downward.
-Fixed minor mistakes in components in general. Now the obvious kinetic weapons are no longer energy weapons.