Stellaris

Stellaris

Extra Ship Components NEXT
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Update: 29 mei om 14:04

  • Add Wave-Motion Guns, Chrono-Vortex Cannons and Arc-en-Ciel Cannon for domesticated space fauna and bioship.
  • Add kinetic weapons for domesticated space fauna and bioship.
  • Add psionic torpedoes and strikecraft for domesticated space fauna, update resource costs for psionic components.
  • Update resource costs for sensors, thrusters, ftl dirves and combat computers.
  • Update resource costs for crystalline components.
  • Update resource costs for energy weapons.
  • Fix Stinger tier 4 swarmer missiles being assigned to wrong component set.

Update: 25 mei om 2:57

  • 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 mei om 10:27

  • 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 mei om 13:07

  • 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 mei om 10:11

  • 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 mei om 12:07

  • 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 mei om 6:18

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

Update: 9 mei om 5:31

  • 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 mei om 15:23

Update: 6 mei om 15:13

  • 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.