Stellaris

Stellaris

TFW's Bunch of Ship Parts 1.9
That Feel When  [developer] 8 Jul, 2016 @ 6:40pm
Changelog history

v.1.7
- For the game version 1.3.*.
- Rebalanced to fit vanilla weapons;
- Lances-types weapons were moved to XL slots;
- Energy torpedoes (excepting advanced torpedoes) were moved to Torpedoe slot.
- Repair Droids, Aux Power Plants, EMP Emitter were moved to Auxilliary slots;
- Added Ship and Stations Sensors;
- Old bugs were fixed.

v.1.6.5
- For game version 1.2.*.
- Added more ethic-related components. Pacifists will receive special armor and point-defense system in future, xenophobes will receive a possibility to be bioterrorists. Added 2 lance-types
and 2 rocket-types weapons. Take care about your armor. Must be balanced.
- Added some techs for weapons and other.
- APP were rebalanced. Evasion bonuses were decreased to be compatible with many other mods (ship maintenance modificator were decreased too). Evasion bonus of Psi-reactors were deleted, same reason, but power generation were increased.
- Added event to dangerous tech: xenophiles will react to your researches. Stagnant xenophiles will be angry.
- Added 1 unique building: Bioweapon Lab.
- Added 1 army attachment: infectious ammo.
- The speed of all advanced missiles was increased. They are a little bit useful now (lol).
- Ingage speed modifier of Forced Thrusters was increased.
- Bugfixes.
- Some icons were reworked. Animations too.
- New bugs were added. Catch them all and you will receive my respect for centuries.

v.1.6.4
- For game version 1.2.4.
- Minor bugfixes.
- Gravicannon animation reworked.
v.1.6.3 A lazy update
- Added 3 types of weapons and 1 type of defense system (aura-like, range entity is turned off). Some ethics have benefits to explore this stuff (you can see them on parts' icons). Researching of one type of this combat systems you won't be allowed to research others.
- Added lvl 3 of Swarmer Missiles.
- A model of anti-shield missiles was changed, but it has some shader issues. It will be replaced in future if I know how lol.
- All techs' costs were decreased.
- Localisation fixes. Several bugs were fixed. Another ones will be fixed never later.[/h1]

v.1.6.2
- Fixed Large Neutronium Rocket tech
- Added experimental Forced Thruster lvl1-2 for faster combat tactics. Combat speed in Stellaris is called just 'Speed', you can see it in stats;
- Decreased high evasion of lvl V and lvl VI mod thrusters, this parameter was added to Forced Thrusters;
- Added localization files for default game languages containing english texts.

v.1.6 - Look at my toys
- Added 3 types of Psi Repair Droids Drones for Psionic Races, slightly weaker but need less power;
- Added 3 types of lvl IV Strike Craft (Standart/Strike Drones (Materialists)/Psi Strike Drones (Psionics)). Some of their parameters are different;
- Finally added lvl VI Gauss Howitzer;
- Added 4 missiles with anti-shield (lvls 1-2) and anti-armor (lvls 1-2) specialization. Make your own space missile cruisers!
- Added 2 lvls of Plasma Torpedoes to combine plasma and torpedoes weaponry. The main difference between Plasma Torpedoes and Dark Matter Torpedoes: Plasma Torpedoes can be destroyed by antimissile defenses. Make your own space destroyers!
- Shield Regenerators were renamed to Aux. Power Plants to be more logical. Now it kinda looks like real ship power systems. Ship maintenance modificator was slightly reduced. Other params remain untouched for now - need more negative feedback;
- Some sounds and animations were reworked;
- Some params were rebalanced (can't remember them all);
- I have remembered about game error logs and fixed all bugs with sounds, missing textures and functions.

v.1.5 - Bugscatching
- Regen armor and tissues were removed due to its imbalance;
- Shield Regenerators were downgraded due to same reason: now their main purpose is to protect ships from FTL damage and to add evasion bonus; this ship parts will be finally balanced later (suggest your ideas!);
- Added 3 types of well-balanced (lol) Repair Droids instead of regen tissue;
- Added 1 Gauss-type weapon;
- Reworked muzzle animations for Kinetic Art. and Dark Emitter; Hoorah, I learned how to add new textures into weapon entities;
- Another balace changes to make your development more stepped and painful:
a) added 5 tier for techs, several techs (top shields, reactors) were moved to this tier;
b) techs dependences were reworked (you can see them on schemes).
- Added missing descriptions;
- Some icons were reworked;

v.1.5_a - Lack Of Time
- Added 2 regen tissues (spec project Regen Tissue I --> II --> III);
- Added 2 crystal plates (spec project Crystal-Infused Plating --> Crystal-Merged Plating | Crystal-Forged Plating --> Crystal-Interfered Plating);
- Added 5 armors combinations armor + crystal (I, II, III) + regen (IV, V) (open after Crystalline Synthesis tech);
- Added 3 special shield regenerators (Shield Capacitors --> Shield Regenerators I, II, III; also depends on Shields techs);
- Added some dependecies between techs;
- Bugfixes and balance tweaks.
Test update that needs a lot of balance tweaks.
v.1.4
- Added weapons: Laser Storm, Laser Vortex (tech: Gamma Lasers --> Rapid-fire Lasers --> Advanced Rapid-fire Lasers);
- Added 2 sublight thrusters (Impulse Thrusters + Antimatter Power --> Antimatter Thrusters (+ Singularity Power) --> Graviton Motion);
- Added 2 special reactors and 1 rare reactor;
- Some icons reworked;
- All mod weapons range and power were reworked to fit the game patch 1.2;
- Minor bugfixes.
v.1.3
- Added Gauss Artillery (tech: Kinetic Artillery --> Gauss Artillery)
- Bugfixes, localizations fixes, balance.
v.1.2
- added two new weapons with custom animations (see pics) and sounds (not all):
1) Dark Matter Emitter (tech: Phase Disruptors + Dark Matter Drawing --> Dark Matter Emitter)
2) Dark Matter Torpedoes (tech: Neutron Torpedoes + Dark Matter Drawing --> Dark Matter Torpedoes)
- added 5 shields (unfortunatly, game engine doesn't allow me to change shield effects in space for differenet kinds of shields, so we have to be satisfied only by icons)
3) added english and russian localizations (thanks Dezert)
v.1.1
- reworked upgrade lines for reactors (vanilla --> modded) to avoid bugs;
- reworked two icons;
- changed tiers for techs (mod reactors are 4 tier now)
- slightly changed reactors' cost, energy;
- changed techs cost.
v.1.0 - as my first mod it will be an effort to do something that works.
Last edited by That Feel When; 21 Oct, 2016 @ 10:34pm