Star Ruler 2

Star Ruler 2

dolynick's Faction Add-On v2.0.3.025
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Update: 2 Feb, 2020 @ 1:15pm

2.0.3.025
-Added two new alien portraits.
-Expanded Altar stats to include planet levels up to Level 10.

Update: 19 Sep, 2018 @ 11:12am

2.0.3.024
-Revised Spinal Mount Hull system.
-Tractor Beams now have subsystem size Mass Limits for how much they can affect. There are no hard limits in place, but very large objects will now require larger tractors to move.
-All orbitals have now been assigned a mass that will determine how difficult they are to tractor (subject to adjustments).
-Increased the size of Black Hole explosions.
-The First lifestyle now costs only 1 point instead of 3.
-Increased the range of Stellar light by 50%.
-All standard map types now default to "Flatten" enabled.
-Increased the "seeable" range in a nebula from 500 to 2000.
-Fixed an issue where Hangar Bay subsystems would not apply their effects after a retrofit if the previous design did not already include them.
-Revised Rebel/Republic MC80 Liberty designs.
-Added new MC75, MC80, MC80 Wingless, MC80B, MC90 destroyer designs to the Rebel\Republic.
-Revised sizing of Home One designs of the Rebel\Republic.
-Added CIS (Confederacy of Independent Systems) as a playable faction.
-Removed CIS ship designs from Rebel/Republic and added them to the CIS faction designs.
-Added designs to complete CIS flagship, support, exploration & station fleet.
-Empire Super Star Destroyer Hulls may now use Spinal Mounted weapons if available.

Update: 22 Aug, 2018 @ 4:57pm

2.0.3.023
-Power Generators are now available to satellite hull designs.
-Ancient Cores for supports now also give power.
-Corrected base game Disruptors to do less damage the closer a ship's shields are to full (as per the tool tip).
-Base engine thrust increase has been removed (back to vanilla levels) making non-FTL sublight travel very slow.
-Starting FTL income has been doubled.
-Reduced the cost of Slipstream rifts by 50%.
-Gate FTL type now receive a +25% boost to sublight engine thrust.
-Gate FTL maintenance cost reduced by 0.05 to 0.1/s.
-Packed Gate acceleration bonus increased from +1.5 to +3.0.
-Reduced the FTL cost to unpack a Gate from 100 to 50.
-Sublight Only FTL type now receives a +100% boost to sublight engine thrust.
-The First now default to Slipstream FTL.
-Increased First Replicator base acceleration from 5.0 to 8.0
-All weapon travel speeds have been reduced back to default vanilla levels.
-Base raiding range has been increased from 3000 to 6000.
-Implemented some tweaks to the AI for Jumpdrives, Hyperdrives & Slipstream (motherships) to make the AIs use of them better.
-Addressed and issue that could cause Wraith Hiveships, Asgard Valhalla Stations, Cylon Colonies & Worldstars to loose their ability to access construction menus if Hangar Bays were included.
-Adjusted Atlanteant Drones so that they should always at least be able to reach the edge of their indicated range before expiring.
-Increased the resistance factor of Asgard Naquadah and Trinium armors.
-Fixed an issue that was causing the damage buff from Hangar Bays to be applied potentially much higher than intended.
-Stations now have their own version of Hangar Bays that provides somewhat slower buff gain (to offset the ease of devoting more hexes and lower maintenance cost).
-Asgard Valhalla Stations may no longer incorporate Gate or Slipstream subsystems.
-Added new Atlantean City Ship hull subsystem.
-Added new Unlock research for Atlantean City Ship hull subsystem to Cannonical Ancients research tree (replaced unuesable Colossus Hull unlock).
-Replaced Atlantis & Epheus designs with new Atlantean City Ship based designs (all FTL variant types included).
-Added 26 new empire portraits (Artist credits can be found in portrait_credits.txt).
-Assigned new default portraits to the stock races.
-Redid all the old custom faction portraits to be higher resolution and quality (to match the new ones).
-Made changes to address a UI bug where very wide design spaces could collapse into flat lines in the ship popup blueprint display.
-Fixed AIs not applying the correct shipset for the faction by default and starting with a random shipset (No need to manually assign the default to AIs anymore at game setup).
-Increased the damage resistance factor of Wraith Hiveship hulls from 0.25 to 0.5.
-Wraith Sinew now has a small amount of damage resistance.
-Reduced the mass of Wraith Hiveship hulls by 25% (This is primarily for cost issues with fling FTL type).
-Reduced the pierce value of Cyclic Cannons from 0.5 to 0.4.
-Planet levels expanded to a maximum of level 10.
-Reworked various aspects of scalable resources for the new maximum planet level.
-Added two new megaconstructions available to higher level planets to allow them to expand their buildable space: Orbital Layer & Subterrean Planetworks.
-Added new buildings available for high-level planets: Central Data Core, Dimensional Hub, Galactic Market, Imperial Capital, Imperial Military Base, Planetary Machineworks, Power Vault & Tactical Command Centre.
-The portion of warhead damage absorbed by a shield is now also reduced by mitigation.
-Graviton Channeling no longer doubles power consumption but instead doubles build and maintenance costs (Change made to prevent design invalidation issues).
-Colony ship acceleration reduced from 35 to 12 (stock is 5.5).
-Made adjustments to the AI settings that should make them more aggressive in expanding into new territory and/or though allies, vassals or subjugators.
-Made adjustments to map generation scripts for trade links when high (300%) planet frequency was in use (noted as an issue on Invasion, specifically).
-Reworked galaxy size scaling system. Revised method should help prevent anomalies from being "hidden" and/or not detecting their host system.

Update: 13 Jul, 2018 @ 7:39pm

2.0.3.022.5
-Adjusted the formula for money income of Civic Sections.
-Attempted fix for a bug that would allow exceeding the normal restrictions for the number of Civic Sections allowed in a design.
-Increased the energy cost of Hydroponics Satellites.

Update: 8 Jul, 2018 @ 8:03pm

2.0.3.022.4
-Corrected mistagging of BattlestarHull.
-Removed the restiction of Hangar Bays forbidding labor export as it was conflicting with other exportable labor.

Update: 30 Jun, 2018 @ 11:47am

2.0.3.022.3
-Corrected some issues with Hangar Bay construction and UI behavior.
-Hangar Bay hexes now have some health and DR like other subsystems.
-Hangar Bays may no longer export labor.
-Repair from stations and orbitals is now properly capped at a max of 1% total health per second.
-Removed the AI's ability to retrofit Repair Stations due to possible serious game performance issues. May be restored later if a proper fix is found.

Update: 6 Feb, 2018 @ 8:10pm

2.0.3.022.2
-Fixed some bugs and issues with Hangar Bays interfering with existing construction abilities.
-Fixed some issues with Wraith Hiveship design availability.

Update: 4 Feb, 2018 @ 7:58pm

2.0.3.022.1
-Increased the size limits of fighters to 28 and bombers to 60 to better reflect source material sizes.
-Integrated Hangar Bay buff into design stats to make it easier to guage effectiveness.
-Size adjustments to several default designs.
-Fixed support cap reduction on level 6 planets of destroyer based factions.
-Wraith Hiveships support cap penalty now applies only to Support Cap modules and not Hangar Bays. Default designs no include Hangar Bays.

Update: 24 Jan, 2018 @ 8:36pm

Fixing a minor error in two default designs.

Update: 24 Jan, 2018 @ 8:13pm

2.0.3.022
-Adjusted shield generator power usage to be more in-line with the current stock game settings.
-Greatly adjusted stellar light output so that light from a secondary star now reaches neighboring systems at default system spacing.
-Removed erroneous maintenance cost from support Deflector Shields, Phasers & Photon Torpedoes.
-Integrated FXAA mod.
-Fixed starting fleets missing from Republic faction.
-Hydroponics stations no longer require 100 research points to build. They now cost 0.25 energy/s to maintain.
-Revised Supply amount and maintenance cost of Supply Crates on support ships. They should now be lightly more cost efficient than flagships.
-Added Fighter and Bomber Hulls to support ship hull types.
-Added Hangar Bay subsystem.
-Revised designs for many (over 500) default designs.
-Support ships designs are now full sized by default.
-Custom default designs are now sorted into flagships and supports categories.
-Revised Government type starting fleets to reflect changes to support ships sizing and designs.
-Increased minimum formation distance radius to better accomodate support ships larger than their commanding flagship.
-Implemented new custom Oko designs for default Fling FTL type (designs courtesy of vaaish).
-Modified default Quickbar settings to enable more common options automatically.
-Reduced required Titans to 3 for Colossus hull unlock.
-BSG Colonial flagships now have a custom Battlestar hull.
-BSG Colonials may no longer unlock Shield technology.
-Added Hangar Defense station designs to all factions.
-Saved games from previous versions of DOF may no longer work (particularly those containing an Oko AI).