Stellaris

Stellaris

Slower Than Light 1.8 [Unsupported]
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Update: 7 Oct, 2017 @ 3:43pm

3.0 (10/7/17)
Updated to Stellaris 1.8
Adjusted Years before Crisis to 250 years (Vanilla: 150)
Adjusted Years before Fallen Empire Awakening to 200 (Vanilla: 150)
Disabled Beamed Light option in Empire Creation. AI will not generate with Beamed Light.
Reduced Warp Windup/Winddown to 7/7 (Was 450/150)
Reduced Hyperlane Windup/Winddown to 90/90 (Was 8750/1250)
Reduced Warp and Hyperlane Interstellar Speed to 0.01 (Was 0.1)
Added monthly event that increases Interstellar Speed by 350% for one day
Compatibility changes:
-Re-added Jump/Psi Jump drive components to the component list. They function as clones to Conventional drives.
-Adjusted Quantum Drives to use Jump Drive tech namespace
-Removed overwrites to the following files: guardian_designs, fallen_empire_ship_designs, extra_dimensional_ship_designs, crisis_events_2, guartian_events
Added crisis_trigger_events overwrite. Unbidden will arrive with Quantum Drives and Telepathy, same as previously.

Update: 10 May, 2017 @ 11:03am

2.11:
Updated to Stellaris 1.6 Adams

Update: 12 Apr, 2017 @ 5:53pm

2.10b (4/12/17)
Updated to stellaris 1.5.1
Fixed blank notification issues

Update: 6 Apr, 2017 @ 11:35am

Version 2.10
Updated to Stellaris 1.5

Update: 2 Mar, 2017 @ 1:23pm

Version 2.9:
Fixed missing weights/costs in 00_stl_warp_tech

Update: 17 Feb, 2017 @ 3:19pm

Version 2.8:
Removed EXPERIMENTAL Defense Platform change
Moved Conventional Drive tech from 00_eng_tech to unique 00_stl_warp_tech
Removed 00_eng_tech override
Fixed description saying 00_XXXX_weapon_tech were being overridden

Update: 13 Feb, 2017 @ 12:54pm

Version 2.7:
Removed Jump Drive and Psi Jump Drive (Techs remain as dummy techs so game/mods don't freak out)
Gravity Lane, Conventional, and Beamed Light drives are all reverse engineerable.
Beamed Light Reciever brought in line with Beamed Light/Conventional Drives and now costs 5 Power/5 Minerals (Vanilla 0/0)
In-System now reduces orbital maintenance costs by 66% (Quirk in game double's component's listed value. Hover over maintenance cost in designer to see actual value. Or do basic math, I'm not your boss.)
Gravity Lane II/III and Conventional Drive II/III components are unavailable.
Gravity Lane II/III Tech grants -20% Windup/Winddown speed each
Conventional Drive II/III Tech grants +33% Drive Range each
Conventional Drive I/II/III Tech moved to Engineering
Beamed Light II/III tech reduced to +25% Range/+10% Speed each (Vanilla: +50% Range/+25% Speed)
Added Quantum Drives tech - Requires Zero Point Power and one Level III Drive Tech. Grants speed/range bonuses to all drives. Rare/Dangerous
Changed Telepathy to Dangerous tech
Unbidden now arrive via Telepathy and Quantum Drives
Updated premade ship designs to remove Jump and Psi drives
Reverse Engineering tech point multiplier increased to 25 (Vanilla: 5)
Reverse Engineering no longer grants tech progress (Vanilla: 10%)
Reverse Engineering Time Taken increased to 180 days (Vanilla: 90)
Planet Base Foritifaction reduced to 2500 (Was 5000, Vanilla: 1000)
Planet Population Fortification Multiplier reduced to 200 (Was 250, Vanilla: 100)
Pirate Max Distance Define reduced to 40 (Vanilla: 80)(May not have any effect)
Pirate Max Spawn Distance reduced to 30 (Vanilla: 60)
Pirate Max Target Range reduced to 5-40 (Vanilla: 20-100)
Pirate Max Fleets increased to 3 (Vanilla: 2)
Pirate Fleet Spawn Time MTTH decreased to 50 months (Vanilla: 100)
Pirate Max Ships increased to 18 (Vanilla: 3)
Pirate New Fleet Size increased to 8 ships (Vanilla: 5)
Pirate Stash Sizes increased to 600/300, 400/200, 200/100 Minerals/Energy (Were 300/150, 180/100, 80/50)
Resettlement Cost increased to 100 influence (Vanilla: 50)
Influence Cost Distance Multiplier increased to 1.5 (Vanilla: 1.1)
Pop Growth from Surplus Food increased to 0.2 (Vanilla: 0.1)
Removed failed attempt to make initial communications take longer.
Removed errant carrat in game_start.txt
EXPERIMENTAL: Defense Platforms removed from Starting Tech

Update: 30 Jan, 2017 @ 8:24pm

Version 2.6:
Fixed Gravity Lane Winddown (Was missing due to typo in Defines)
Adjusted Conventional and Gravity Lane Winddown to be 1/8 total travel time (Was 1/4)
Adjusted Gravity Lane travel to be faster (Was 1200 days total, now 1000)
Adjusted Beamed Light travel to be faster (Was 2000 days total, now 1500)
Increased number of Beamed Light Travelers per station to 3 (Was 1)
Decreased Beamed Light Station maintenance to 0 (Vanilla 0.25)
Decreased Warscore Fleet Combat Win base to 1 (Was 2, Vanilla 0)
Decreased Warscore Per Ship Kill to 0.6 (Was 0.75, Vanilla 0.25)
Increased Warscore for Occupation to 2.5x (Was 2, Vanilla 1.5)
Increased Garrison Base Size to 4 (Vanilla 2)
Increased Garrisons per Additional Pop to 0.6 (Vanilla 0.4)
Increased Planet Base Fortification to 5000 (Vanilla 1000)
Increased Planet Fortification per Pop to 250 (Vanilla 100)
Increased Max Fortitification Damage Divider to 20 (Vanilla 10)
Increased Min Fortification Damage Divider to 1.25 (Vanilla 0.5)
Increased Planet Fortification Repair to 0.02/day (Vanilla 0.01/day)
Increased Planet Fortification Repair Delay to 180 Days (Vanilla 60)
Increased Max Planet Armies to 15 (Vanilla 12)
Decreased Army Maintenance Base to 0.5 (Vanilla 1)
Increased Army Base Health to 500 (Vanilla 200)
Increased Army Base Morale to 500 (Vanilla 200)
Added Localization: FLEETORDER_MOVE_SINGLESHIP_WINDOWN_HYPERLANE_EXT

Update: 18 Jan, 2017 @ 2:56pm

Version 2.5:
Reduced Planet Warscore value to default 10 (Was 15)
Reduced Planet Occupation Warscore multiplier to 2 (Was 2.5, default 1.5)
Reduced Wargoal Planet Multiplier to 1.5 (Was 2, default 1.25)
Reduced Fleet Combat Victory Warscore Base to 2 (Was 5, default 0)
Increased Warscore Gain per ship destroyed to 0.75 (Was 0.5, default 0.25)
Increased Swarm arrival times to 150% vanilla
Increased Fallen Empire Awakening time years_passed from 100 to 150
Increased Fallen Empire Awakening fleet power from 40k/50k/60k to 70k/80k/100k
Increased Fallen Empire Mean Time To Happen fleet power from 60k/80k/100k to 75k/100k/125k
Reduced Fallen Empire Naval Capacity Minimum to 300 (Was 500)
Reduced Awakened Fallen Empire NAval Capacity Minimum to 600 (Was 1000)
Added Built-in support for Additional Map Modes to adjust text strings (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=827831523)

Update: 15 Jan, 2017 @ 5:29pm

Version 2.4:
Increased Fleet Upgrade Time to 5 (was 1.5, vanilla 0.75)
Reduced Mining, Research, and Observation station to 0.5 (were 1)
Reduced Ship/Station maintenance to .2% E/M (were .4%)
Increased Docked Ship Maintenance Discount to 70% (was 50%, vanilla 25%)
Increased Longest Hyperlane Removal Percent to 35% (was 20%)
Decreased Hyperlane Max Jumps to 18 (was 30)
Increased Max Hyperlanes per Star to 5 (was 3)