Stellaris

Stellaris

Extra Ship Components NEXT
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Update: 25 May @ 2:57am

  • Add point-defense weapons for domesticated space fauna and bioships.
  • Add tooltip to standard bioship armor componentss to show that they do possess some armor regeneration.
  • Update resource costs for archaeotech components.
  • Update resource costs for armors components.
  • Update resource costs for biological components.
  • Fix missions weapon_type_space_fauna tag for biological weapons for domesticated space fauna.
  • Fix a bug that caused archaeo PD weapons to be available for weaver bioships.
  • Fix a bug with L and XL nanite-augmented dragonscale armor for domesticated space fauna being allowed only for countries using bioships.

Update: 21 May @ 10:27am

  • Add missile weapons for domesticated space fauna and bioships.
  • Add amoeba strikecraft and scourge strikecraft for domesticated space fauna.
  • Adjust prerequisites for plasma missile technologies to account for the fact that bioship empires do not have access to regular missiles.
  • Adjust potentials of some missile and strikecraft technologies to ensure bioship empires have access only to technologies they can actually use.
  • Adjust reactor power outputs and re-do their inline_script (again).
  • Fix issues with some archaeotech component costs.
  • Fix pop count triggers.

Update: 17 May @ 1:07pm

  • Add shielding armor components for domesticated space fauna and bioships.
  • Add archaeo components for domesticated space fauna and bioships.
  • Fix issues with some juggernaut reactors' cost.

Update: 13 May @ 10:11am

  • Fix strategic resources jobs. Again.
  • Update XL armors for bioships.
  • Change ai-weight code to generalized inline for armors.
  • Add shield components for domesticated space fauna and bioships.
  • Update list of shields that (don't) work with stealth to include domesticated space fauna and bioships versions.
  • Empires using bioships are (temporarily) allowed to research tier 4 and 5 reactor boosters even with NSC enabled.
  • Fix duplicated reactors for NSC strikecruisers, carriers and exploration ships.
  • Fix duplicate zero point and dark matter reactors for colossus.

Update: 11 May @ 12:07pm

  • Enable advanced matter disintegrators, tiyanki beam cannons and voidspawn missiles for bioships.
  • Add vanilla and vanilla-adjacent ESC-tier energy weapons for domesticated space fauna and bioships.
  • Psionic weapons are now fully usable on bioships.
  • Add alternate graphics for psionic torpedoes and strikecraft for bioships.
  • Update component costs for bioship versions of biological, crystalline and psionic weapons.
  • Fix a bug with certain torpedo-sized weapons being available in the mauler G slot.
  • Enable most armors for domesticated space fauna and bioships.

Update: 9 May @ 6:18am

  • Try-fix jobs created by Central Research Bureau, Watcher of Eternity and Culture Nexus not being possible to fill in all cases.

Update: 9 May @ 5:31am

  • Add ESC-tier sensors for domesticated space fauna and bioships.
  • Add ESC-tier FTL-drives for domesticated space fauna and bioships.
  • Add ESC-tier thrusters for domesticated space fauna and bioships.
  • Add ESC-tier reactors for bioships.

Update: 6 May @ 3:23pm

Update: 6 May @ 3:13pm

  • Fix bug with starbase and deep space citadel components (typo in trigger).
  • Fix voidspawn missile being unavailable for bioships
  • Fix armor dehardening effect being more powerful than intended.

Update: 6 May @ 9:34am

  • Updated for Stellaris 4.0.*
  • Technology Institute, Advanced Materials Laboratory and Culture Nexus (or substitutes) have had their influence production reduced to 0.25 per month.
  • Central Research Bureau now produces 0.25 infulence per month.
  • Adjusted job count
  • Strategic resource jobs have been deprecated. Buildings that previously hosted them now make standard jobs produce strategic resources and increase their upkeep accordingly.
  • Adjust economic plan. It is now fully implemented as subplans for basic economic plan (vanilla).
  • Nanite reconstructor is now a weapon rather than auxiliary component. And provides ship repairs using on-hit mechanic.
  • Psionic weapons now have versions for spaceborn creatures.
  • Weapons of special types now have additional effects:
    • biological weapons apply armor hardening and small movement speed debuff
    • crystalline weapons have a chance to deal additional damage
    • gravitic weapons apply movement speed penalty
    • nanite weapons cause DoT damage to armor
    • psionic weapons apply accuracy debuff
    • tesla weapons apply fire rate debuff
  • Use even more PDX code magic.