Stellaris
Extra Ship Components NEXT
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Atualização: 11 de mai. às 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.

Atualização: 9 de mai. às 6:18

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

Atualização: 9 de mai. às 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.

Atualização: 6 de mai. às 15:23

Atualização: 6 de mai. às 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.

Atualização: 6 de mai. às 9:34

  • 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.

Atualização: 11 de jan. às 9:04

  • Add scripted variables to indicate that the mod is present.
  • Add Vengeance Sections Expanded and Kurosections Expanded support.
  • Update Chinese localisation.
  • Housekeeping for reactor and thruster components.

Atualização: 5 de jan. às 10:31

Atualização: 5 de jan. às 7:44

  • Add 'Dead Hand Switch: Kill Command' and 'Dead Hand Switch: Annihilate Command' aux components that mimic effects of Catalytic Bladded (damage enemy on death) for normal ships.
  • Add 'Dead Hand Switch: Repair Ally Command' and 'Dead Hand Switch: Support Ally Command' aux components that mimic effects of Restorative Enzymes (heal allied ship on death) for normal ships.
  • Add 'Nanite Reconstruciton Beam' aux component that allows ships to repair themselves by damaging enemies.

Atualização: 5 dez. 2024 às 12:53

  • Add biological components for all domesticated space fauna.
  • Add crystalline weapons for crystalline domesticated space fauna.
  • Add cloud lightning weapon for all domesticated space fauna.
  • Tweak ESC economic plan so that - hopefully - AI empires have enough food production to hatch space creatures.
  • Fix wrong upgrades_to for Juggernaut point defense.
  • Fix description of bio-material armor.