Stellaris

Stellaris

Combat Balancing - Game Balance Improvements
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Update: 8 Dec, 2017 @ 11:42am

Initial Upload

Update: 31 Oct, 2017 @ 9:31am

Changed Space Stations to Vanilla HP Amount, because that amount is much higher for medium and large, making stations much more useful. Since i did not really balance stations yet too much anyway, i guess thats just fine.

Update: 19 Oct, 2017 @ 3:57pm

Initial Upload

Update: 13 Oct, 2017 @ 2:49pm

Changed AUX Equipment to support Citadel Tier 4 Mod.

Change of Fleet Cap
NAVY_SIZE_SPACEPORT_LEVEL= { 3 6 10 15 21 27 }
NAVY_SIZE_HABITAT_ADD = 18 # Per habitat

Meaning:
Spaceport Level 6 = +27 Fleet Cap
Habitat +18 Fleet Cap

Update: 10 Oct, 2017 @ 8:58am

Megastructures upgraded to synthetic dawn megastructures values, apart from habitats. Those remain the same apart from the 150 instead of 100 influence costs.

Update: 2 Oct, 2017 @ 5:45pm

Reduced Fleet Capacity Bonus per Space Port a bit to give you guys somethint to think about while building massive fleets. Since before you never really ran into troubles with Fleet Cap, that should be different now. Hence Fleet Cap policies might make sense now finally

Update: 30 Sep, 2017 @ 1:25pm

Dmg of Spaceports doubled to go along the 1.8 changes, makes actually sense since most weapons in this mod are more powerfull than vanilla anyway

Update: 30 Sep, 2017 @ 12:34pm

Space Port costs now 300 instead of 360 Minerals to match it with vanilla change

Update: 30 Sep, 2017 @ 9:12am

Bugfix: Typo in Small Massdriver 3 had much higher max dmg than it should have. Fixed now

Update: 25 Sep, 2017 @ 2:57pm

Integrated Mod Support for Twinks Playable Fallen Empire Mod. Be the Big guy and hf fun from now on...