Stellaris

Stellaris

Novio Magnum 3
Showing 21-30 of 32 entries
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Update: 1 May, 2017 @ 9:18am

- (Temporarily) disabled the power calculation modifiers because it creates complications with other mods and event that are based on fleet power. Note that only the displayed fleet power has been changed, nothing else.
- Restored some of the Pirate ship sizes modifications to Vanilla values.

Update: 28 Apr, 2017 @ 9:17am

- Added the define for maximum outpost range.
- Increased maxmimum civilian ships for default countries.
- Added overwritten pirate ship sizes. This does not include the Galleon.

Update: 27 Apr, 2017 @ 12:55pm

- Added overwritten missile particle effect file with the max_amount reduced to half the original value. They were very high compared to other weapons. Should improve the GFX performance of missiles.
- Also halved the max_amount of the ancient missile particle effect.
- Readded the repeatable techs and made sure they appear later as they block research at the moment. Weight reduced from 25 to 5, which is lower than tier 4 rank 4. Also doubled base cost from 3k to 6k and increased them to be tier 4 instead of 3.
- Enabled improved border range repeatable technology.
- Added a check to the trade ships that make sure the trade ships are destroyed when the owner no longer exists. This occurs when a vassal is integrated for instance.
- If you have encountered this bug you can just enable the edict that disables the trade ships, wait until the start of next month and then disable the edict again. This will clean up the trade ships that are stuck.
- Moved the waiting and destroying parts to the outer scope to make sure they are triggered even when the trade ship cannot find a trade route.

Update: 27 Apr, 2017 @ 4:52am

- Increased range and rest times of the trade ships.
- Removed max frontier outpost range define.
- Removed focus minimum zoom base define.
- Modified some zoom step settings defines.
- Removed the system space scale define.
- Increased needed orbital resources for frontier outposts for the AI.
- Removed the modified define for the minimum required resources to build a station for the AI.
- Removed the modified station budget defines.
- Removed the modified missile lifetime define.
- Added a modified (doubled default multiplier) define for relative empire strength calculation during vassalisation.
- Added modifiers for the wormhole speed increase to compensate for the increase of naval capacity. Doubled the wormhole generation speed but also the base requirements so combined with the already doubled fleet capacity the speed should be back to Vanilla.

Update: 23 Apr, 2017 @ 2:00pm

- Overwritten the robotic traits so robots also give a bonus to energy production.
- Rewritten the ruler traits and included overwritten versions for the military ships.
- Slightly reduced orbiting distance.
- Modified the trade ships to be based on static designs.
- Modified the drives of the trade ships to be warp drives. The reason being that the hyperdrive 6 in combination with the trade ships drive me nuts when in galaxy view.
- Removed the requirement for a pop on a tile for the auto upgrade building event. Buildings without pops will now be upgraded as well.
- Increased the max AI armies size to 25 so they match the larger defense armies that are now allowed.
- Created 10 global ship designs for each trade ship. Basically tier 1 to 10 concerning components.
- Added tier 0 global ship designs for trade ships.
- Lowered abort limit for the AI to 33%.

Summary:
Trade ship designs are no longer created by the automatic ship designer but based on global ship designs. There are 11 designs for each of the 3 trade ships. The first one (tier 0) is completely basic: no armor, shields or other utilities. To unlock the rest of the designs you need three technologies: armor, shield and power. When you reach a new tier with all three you'll unlock a new trade ship design. This is all automatic so you don't really need to know this, but here it is. So when you have tier 5 shields and tier 5 armor and zero point power you'll have access to the tier 5 trade ship designs.

Update: 17 Apr, 2017 @ 7:24am

- Added an empire edict for automatically upgrading all buildings on all core planets every month.
- Halved mineral building costs for capitals.
- Added minerals to the capitals as resource output.
- Modified the balance of the buildings. Producuction buildings are now more consistent as they use the same variables. Upkeep costs have been slightly lowered while production is slightly higher.
- Reduced the monthly energy maintenance of frontier outposts from 3 to 2.
- Reduced the monthly energy maintenance of spaceports from 2 to 1.5.
- Reduced energy maintenance of observation stations from 1 to 0.5.
- Added a lot of zoom steps optimalisations.
- Modified the Z-offsets for ships.
- Reduced muzzle flash duration.
- Doubled the space of systems.
- Inverted the fade of the planet orbits lanes in system view.
- Increased lifetime of missed missiles.
- Added an event script that maximizes the capital planet size of every country once.

Update: 13 Apr, 2017 @ 2:30pm

- Added adjacent tile research bonuses to all the capitals.
- Added the missing upgrade paths for several buildings to the auto-upgrade buildings edict.
- Added to the auto-upgrade buildings edict a random choice picker for upgrading the science lab to a specific research lab.
- Disabling designing trade ships yourself. Should be nothing that the player has to do with the trade ships anymore directly.
- Added evasion bonuses to afterburners.

Update: 13 Apr, 2017 @ 11:18am

- Fixed the power plant 5 building that should be available for habitats apparently.
- Fixed a bug with the defines.

Update: 13 Apr, 2017 @ 2:47am

- Removed spaceport budget increase.
- Fixed a bug in the scripted effects that was caused by a trade ship entering orbit at a planet that lost it's controller.
- Updated to v1.5.1
- Updated the defines to only overwrite the modified defines and not the whole file.
- Seperated the upgraded Vanilla buildings from the new buildings.
- Cleaned up edict descriptions.

Update: 11 Apr, 2017 @ 9:21am

- Trying to increase file compatibility and fix reported bugs.
- Fixed bug in trade ship events.
- Cleaned up the spaceport modules.
- Readded the defines.lua file.