Stellaris

Stellaris

ZBeautiful Battles
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Pembaruan: 21 Mei 2016 @ 10:23am

Mini Fix

- Reverted mod directory path back to original name (From \mod\zzbeautifulbattles to \mod\beautifulbattles) as it seemed to have no affect on mod order / overwriting. (I think it might have something to do with the actual order they appear as in your mod launcher or maybe even the steam ID as no matter what I did I could not overwrite the changes from my beautifulbattles with a test mod naming it either aatest or zztest.)

Pembaruan: 21 Mei 2016 @ 1:35am

Update V 1.9

***UPDATE*** Beautiful Battles went GERMAN!!!! I changed the mod directory from mod\beautifulbattles to mod\zzbeautifulbattles. This should make my mod much more compatible and mod friendly... HOWEVER since any mod will overwrite any of the files that both our mods modified it could break the balance of beautiful battles. Suscribers beware!!!! If you want more compatibility then compatibility files / patches will still need to be made in certain instances but other mods should be able to run fine.

- Increased Fleet Base Formation Scale by a small amount to space out ships in pre combat / sublight / lightspeed formation. (Massively helps space ships out before combat joins.)
- Reverted Defensive CPU bonuses back to Vanilla (Ship_weapon_range_mult did not actually work.)
- Reverted weapon range increase on PD weapons (Point defense didn't need it as it is already extremely effective).
- Reverted all scale related changes as they are no longer necessary thanks to the Fleet Base Formation Scale which solved the last of my collision / clipping concerns (I think - haven't had alot of time to test.) This includes changes to ringworld / stars and the systems themselves. (Mod should now be compatible with A Better Sector Scale and other mods that modified planets.txt)

Pembaruan: 20 Mei 2016 @ 2:50pm

Mini ***UPDATE***

Beautiful Battles went GERMAN!!!! I changed the mod directory from mod\beautifulbattles to mod\zzbeautifulbattles. This should make my mod much more compatible and mod friendly... HOWEVER since any mod will overwrite any of the files that both our mods modified it could break the balance of beautiful battles. Suscribers beware!!!! If you want more compatibility then compatibility files / patches will still need to be made in certain instances but other mods should be able to run fine.

Pembaruan: 20 Mei 2016 @ 1:32pm

Mini Fix

- Reverted change to Hangar Fighter 1 that was done for testing purposes and was not removed on updating mod in previous update (Added combat_ in front of regeneration_per_day to see if I could get fighters to regenerate in combat - forgot to revert on failure).

Pembaruan: 19 Mei 2016 @ 8:47pm

Update V 1.8

- PD weapon cooldown changes partially reverted. (Strike craft were too powerful combined with missiles / countered PD)
- Decreased Strike Craft MODDED hp by a large amount (Still more then vanilla - Strike craft are too good at distracting PD - PD will not target missiles until after Strike craft are destroyed regardless of if they are within range or not - seems like vanilla issue / bug / poor design and I cannot get around it yet! :S)
- Reverted Strike Craft armor / shield buff (As above, as long as a single strike craft is in play - whether or not they are within range of PD, it will not fire on missiles.)

Pembaruan: 19 Mei 2016 @ 8:42am

Update V 1.7

- Increased star entity values to coincide with changes to system scale made by previous updates! (Problem, mining stations will be built inside the stars until I can find a way to fix it.)
- Incorporated fix to sensor / fleet academy / navigator guild accuracy as per forums (Credit to Loddgrimner & JorgenCAB for their fine work - hopefully they are accurate)

Pembaruan: 18 Mei 2016 @ 10:41pm

Update V 1.6
Updated for Stellaris Update Version 1.0.3 (48f6)

- Added evasion & weapon damage modifier to Default CPU (Allows for 3 different early game viable CPUs with different behaviors).
- Changed weight for Default computer to be selected by the AI more frequently (An attempt to prevent auto designer from chosing Defensive CPU as standard)
- Exchanged Defensive CPU evasion for weapon range mult (Allows for defensive CPU to perform better with short ranged weapons).
- Reverted Defensive CPU to vanilla behavior with new formation range (Defensive CPU will now stand off correctly and snipe enemy allowing for better variety between CPU behavior).
- Reduced Ship random height offset somewhat due to clipping issues with weapons firing thru ships at targets below them.
- Increased Ship rotation speed slightly.
- Reverted Muzzle Flash changes (Lasers looked wonky).
- Reverted Energy weapon durations (Did not coincide well with changes to Muzzle Flash).
- Weapon Cooldown increased again to reduce projectile / laser spam (improves visual clarity and FPS in the biggest battles - endgame) (Strike craft unchanged).
- Weapon Damage increased to offset cooldown changes (Make sure battles do not last too long).
- Number of strike craft increased instead of weapon damage increase (To keep inline with other weapons damage boost.)
- Reduced weapon range multiplier of stations by a small amount because it messes with defensive CPUs. (Still larger then ship range).
- Reduced Combat Detect Range Multiplier to allow ships with Defensive CPUs and close range weapons to get within range of stationary targets before combat starts and coming to full stop. (Necessary change for CPUs)

Pembaruan: 17 Mei 2016 @ 10:02pm

Update V 1.5

- Removed solar_system_initializers folder and files from mod (Contained fix to ringworld separation but only worked with new games)
- Increased Ring world entity scale to coincide with System Scale changes of the mod. (Visual fix)
- Added small amount of armor to strike craft. (Help survive alittle bit against PD)
- Added 50% of strike craft hp as shields. (Help survive against PD)
- Finally managed to add 4th Hangar to Battleships.
- Changed fighter projectile graphic from small infrared laser to point defense lasers to better represent their role.
- Reverted Fleet_Move_Max_Dist_ships back to original value (Fleet was too cohesive - need more spacing to minimize blob)
- Slowed down ship speeds again for Destroyer, Cruiser & Battleship to prevent them from entering combat before corvettes.

Pembaruan: 17 Mei 2016 @ 4:02pm

Mini-fix

- Battleship changes which seemed straightforward caused a nasty bug - battleship.txt was removed from the mod for time being conserving all the other changes / bug fixes from previous update.

Pembaruan: 17 Mei 2016 @ 3:29pm

Update V 1.4

- Reduced missile speed back to default settings (Didn't play nice with UI and damage updates).
- Fixed problems with Ringworld / Sanctuary positioning around star (Hopefully?? I don't have a save file to test it properly yet).
- Added extra Hangar slot to Battleship that I forgot to add in a previous update (Cruisers can now have 2 hangars & Battleships 4 hangars tops as Hangars are rebalanced as Medium slot instead of large slot as in vanilla).
- Modified ship and aura ranges to coincide better with system scale changes (I have no way of testing the new size atm will find a way later).