Stellaris

Stellaris

Combat Balancing - Game Balance Improvements
Showing 21-30 of 43 entries
< 1  2  3  4  5 >
Update: 12 Aug, 2017 @ 10:04am

Initial Upload

Update: 31 Jul, 2017 @ 7:15am

Shield Capacitors are working for defense Stations in all Sizes again, as well as Hull Tissues (autorepair). They were missing in my initial release and are now back. However as with the current state of the buggy auto builder for ship and station designs you will have the small corvette capacitor auto equipped (or whatever ai deems approrpiate) it almost never has the right one out of the box. So you will need to reassign the capacitor or autorepair manually. Paradox has never fixed that issue...so all blame goes to them :) thanks

Update: 30 Jul, 2017 @ 1:16pm

Fixed a few bugs in balancing. Mega Cannons and Energy Lances were to weak compared to hugely overpowered kinetic artillery, due to a calculation bug. Has been fixed. Mega Cannons and Lances are much stronger now, Kinetic Artillery is quiet a bit weaker comparatively.

Update: 29 Jul, 2017 @ 3:52pm

Initial Upload

Update: 29 Jul, 2017 @ 9:14am

Changed the ENTIRE Mod... find more in the description

Update: 28 Jul, 2017 @ 5:11pm

Fixed a bug removing borders from outposts

Update: 28 Jul, 2017 @ 4:46am

Fixed Scourge Fleet incredible Strenght bug, it was a multiplier typo instead of 1.1 dmg against shields they did 1100.
Quickfix until new version comes out.

Update: 28 Jun, 2017 @ 7:25am

- deleted corvette from 00_ship_sizes.txt to prevent it appearing twice in new design ship type selection

Update: 28 Jun, 2017 @ 5:47am

Fixed a bug where price reduction on mines and research station from traditions wasnt applied correctly any longer

Update: 28 Jun, 2017 @ 4:56am

- Changed the files that i was using to my own "naming" convention. For now where i can do it i will put cbsp_ in fron instead of vanilla 00_
Files changed by that are listed in the compatibility thread.