Stellaris

Stellaris

Monster Waves 3
Showing 1-9 of 9 entries
Update: 9 Jan, 2018 @ 5:59am

- Updated logo.

Update: 6 Jan, 2018 @ 2:36pm

- Updated Stellaris version.

Update: 24 Sep, 2017 @ 10:34am

- Updated Stellaris version.

Update: 17 Jun, 2017 @ 9:55am

- Created variables for the fleet power checks.
- Updated the fleet power checks.
- Reduced the Stellaris version.

Update: 15 Jun, 2017 @ 7:24am

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

Update: 7 Jun, 2017 @ 1:10pm

- Extended the tags that apply to this mod loosely.

Update: 7 Jun, 2017 @ 7:01am

- Added some additional checks to some specific triggers regarding the kill counters.
- Added a complex trigger for automated testing.
- Added additional test event. To execute 10 policy based spawn requests: "event monster_waves.1000".
- Removed country requirements from test events.
- Using the NAME_ prefix for global ship designs.
- Modified the static modifiers for the Enclave stations.
- Added synced localisation where missing.
- Added some more variety in fleet naming.
- Created a seperate modifier for the hostile tiyanki country. Wild Leviathans now do +50% more damage. Requires a new game.
- Added unique flags for each of the monsters. Requires a new game.
- Fixed a potential bug in the event that made tiyankis hostile.
- Modified the way the powers are added to the countries. Only when they are created.

Update: 25 May, 2017 @ 5:59am

- Added event chains with kill counters.
- Added localisation for the event chains.
- Extended the event chain counters to seperate victims from our country from the others.

Update: 22 May, 2017 @ 1:34pm

- Removed the years passed requirements.
- Added fleet power requirements for the monsters to spawn.
- Added modifiers to the drone and crystal fleets to increase their power because I think they have more potential.
- Added a proper test event which creates 10 monster fleets of each type immediately based on the country your're currently controlling. Called through the console command "event monster_waves.100".
- Modified the drone fleet composition.
- Added modifiers to all the fleets except the void clouds as their country already has them.
- Halved the base hitpoints of the drone and crystal monstrosities as they are now doubled by the fleet modifiers.
- Balanced out the monstrosities combat computers to compensate for the new fleet modifiers.
- Increased crystals in cystal fleet composition.
- Added the modifiers to the countries instead of fleets.
- Rebalanced tiyanki maximum ship amounts.
- Reduced the default policy from every 20 months to every 25 months.
- Updated Steam description.
- Decided to create Monster Waves 3 on basis of the last changes because the changes might have too big an impact on existing save games.
- Added another test event that spawn 1 monster fleet of each type ignoring the policy settings. Called through the console command "event monster_waves.5".
- Reverted some of the changes to the drone fleet composition.
- Increased chance on larger amoeba fleets.
- Boosted the drone and crystal monstrosities "minds" a bit.
- Modified the ether void to be more shield oriented.
- Decreased the needed fleet power to spawn additional monstrosities.
- Rebalanced the monstrosities.
- Created a new logo based on old one.