Stellaris

Stellaris

Novio Magnum 3
Showing 11-20 of 32 entries
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Update: 15 Jun, 2017 @ 7:25am

- Added the implementation for compatibility with the 0.55 Military Power Exponent mod.
- Updated the buildings.
- Updated Stellaris version.

Update: 12 Jun, 2017 @ 2:22pm

- Decreased needed armies for default countries to start wars.
- Increased the civilian ships for awakened fallen empires.
- Increased the titan multiplier and maximum (from 3 to 10) for awakened fallen empires.
- Reduced the scaled difficulty modifier for awakened empires to be the same as normal fallen empires. Should be enough with the increase in technology.
- Reduced the maximum amount of effects. Half what they used to be, 5x times the Vanilla values.
- Reduced the missed beam length.
- Added 10 new society research boost techs.
- Created localisations for the technologies.
- Created icons for the research boost technologies
- Modified the missile gfx effects.
- Removed modified vassallisation multiplier define.
- Removed modified max army maintenance define for the AI.
- Modified the station related technologies to receive less weight bonuses from unlocked technologies.
- Reduced the years passed related positive weights for the ship unlocks to be later and less.
- Increased the AI weights for the laboratory technologies.
- Modified the technology research boosts to be 5%.
- Added modified tech define that lowers the costs of the planets you own.
- Added modified define that increased free pops from 10 to 25.

Update: 10 Jun, 2017 @ 1:35pm

- Reduced the colonise distance for the AI slightly.
- Added the assets for the Citadel stations to the fallen empires as they are apparently used by awakened empires.
- Modified the fallen empires outpost stations assets to be the large station variant as that looks better.
- Upgraded all fallen empire global ship designs to use the best technology that this mod has to offer. Including station and ship reactors, combat computers for stations.
- Upgraded the default spaceport global ship design that's used by the fallen empires to be have the most powerful layout instead of the minimal.
- Replaced half of the reactors by other utilities as they have ship and station reactors now.
- Fixed some bugs in the constructor and colonizer of the fallen empires.
- Fleet power of fallen empires is now about 2.5x times as large. But they once again have the best technologies equipped.
- Added modified event for the empire awakening and war in heaven events taking into account the higher fleet powers.
- Removed the years restrictions. A fallen empire will now start to awaken once you have 125k fleet power or conquered a fallen empire world.
- War in heaven chance is now 100% instead of 60%. Unless you don't have the Leviathans DLC, than it's 0%.

Update: 7 Jun, 2017 @ 12:56pm

- Added copies of English for the rest of the localisations.

Update: 7 Jun, 2017 @ 6:58am

- Removed the modified pirate ship sizes.
- Added the Vanilla ship icons for alternative ship sizes.
- Readded the modified ship budget factor for the AI.
- Removed modified danger budget factor for the AI.
- Removed pirate name lists.
- Added the food multiplier to the difficulty levels as the AI needs it for balancing purposes.
- Removed the event that increased the power of the enclave stations as it comes with the mods that increase the chance they are attacked.
- Removed an event that set a global flag as I'm not going to use it.
- Removed default country type requirement from the auto-upgrade buildings edict.
- Replaced the modified static modifiers for spaceport levels with more dynamic ones using percentages.
- Reduced stored minerals for military stations for the AI.
- Gave the military stations slightly more health like they got from the last update.
- Also gave the civilian stations slightly more health.
- Removed the mineral budget modifiers for the AI.

Update: 20 May, 2017 @ 12:51pm

- Modified the AI to make sure they use frontier outposts.
- Modified the outpost defines related to the AI.
- Increased minimum stored minerals for the AI.
- Disabled ship budget factor for the AI.
- Increased civilian ships for the AI.
- Reduced build block radiuses for stations.
- Reduced the spaceport static modifiers because I have another mod that increases them.
- Increase the planet multiplier for the AI to create construction ships.
- Increased needed assult armies for wars to 25 from 10.
- Increased the danger factor for the navy budget for the AI.

Update: 20 May, 2017 @ 4:09am

- Removed some checks from the new AI building triggers that came with the last update with bugs included.
- Modified the 25 pops capitals to only work for default and fallen empires.
- Slightly increase the random height offset for ships from 55 to 60.
- Reduced base fleet formation scale from 4 tot 3.
- Created a seperate static modifier for enclave stations.
- Modified the script that adds the modifiers.
- Added modifiers to military station technologies that increase the weight chance when neighbouring countries have them, like military ships.

Update: 9 May, 2017 @ 12:30pm

- Doubled the time needed by planets to spawn a trade ship.
- Also added the requirement of four pops on a planet before a trade ship will spawn from there.
- Added AI decision making stuff to all the buildings based upon the new Vanilla 1.6 added ones.
- Updated buildings to 1.6.
- Updated countries.
- Removed military power calculation defines.
- Updated and removed a bunch of defines.
- Updated global ship designs.
- Updated the name lists.
- Decided to follow the military ship bonuses for military stations from the update for now. Might make stations to powerful though.
- Also modified the block radiuses for all the stations a bit to be more challenging. Auras from military stations are still be able to reach any civilian station when placed near the edge.
- Removed influence cost from the fleet academy like in the update.
- Updated engineering technologies.
- Updated the rest of the technologies.
- Updated war demands.
- Updated ship icons.
- Updated mod descriptors.
- Updated Steam description.
- Removed the pop growth bonus from the planet size increasing edict.

Update: 8 May, 2017 @ 1:24pm

- Fixed several mistakes in the section templates. The effect was only visible as I am developing a new mod to introduce a new Novio Magnum level crisis event.
- Removed the aura fgx effects beneath the ships to increase performance. In the end game every ship has it so it loses any meaning. I left the minefield graphics as they were.
- Made the appriopiate new technologies reserve-engineerable. This is related to the new mod I'm working on in which it might be handy.
- Reduced fleet base formation scale slightly.
- Removed halo references from particles to increase performance.

Update: 2 May, 2017 @ 12:02pm

- Readded the modified war demands. These will lower the required war scores when making normal demands.
- Readded the system space scaled modified define as it seems the bug I noticed is caused by something else.
- Added an event to add the spaceport level 6 static modifiers to the enclave station to make them sturdy enough to withstand real attacks.