Stellaris

Stellaris

((( NSC3 - Season 1 )))
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Update: 21 Jun, 2017 @ 2:00pm

June 21th, 2017 - Update 5.1.8 - Feature Change Update

I have changed the restrictions on all Playable Guardian spawn events to allow players who wish to have more than one Playable Guardian and are willing to cheat to access said console commands with certain conditions, as noted in this discussion thread in the Playable Guardians Standalone:

http://sp.zhabite.com/workshop/filedetails/discussion/949022828/1368380934239675546/

Update: 18 Jun, 2017 @ 10:09am

June 18th, 2017 - Update 5.1.7 - General Bugfix Update
New Save Game is Not Required
  • Added new Power Station model that we believe is a better fit.
  • Added Brazilian Portuguese language support to the base mod in English. Russian not included to not interfere with RU translation mod.
  • Changed Battlecruiser's build time from 365 to 360 in alignment with a Stellaris year.
  • Adjusted XL Locators on Reptilian Spinal Mount Bow 2 for better positioning.
  • Added 2 XL weapons to Playable Guardian Automated Dreadnoughts (both options).
  • Fixed Playable Guardian Stellarite's XL Beam weapon so that it will fire even if the Stellarite travels "backwards".
  • Fixed Playable Guardian Paradise system to have proper plantary bodies, distances and a proper fleet formation for the Galleons.
  • Fixed all Playable Guardian system initializers to fix distance/spacing issues.
  • Fixed Playable Guardian's Player Carrack Pirate Galleon to have proper graphical culture, turrets, and weaponry locators.
  • Overhauled a lot of the Playable Guardian's localisation, for general improvements and to fix many grammatical & spelling errors plus certain funny mistakes.
  • General bugfixing and code cleaning of mod entire, including many localisation fixes.

Update: 16 Jun, 2017 @ 9:22am

June 16th, 2017 - v5.1.6Y - Patch Update Patch

Reverted the supported version number back to 1.6.* after Paradox pulled 1.7.

Update: 15 Jun, 2017 @ 10:20am

June 15th, 2017 - v5.1.6X - Patch Update Patch

Updated mod to support Stellaris Patch 1.7.2 "Bradbury" with the only fix needed: a simple line addition to the country_types file.

Update: 8 Jun, 2017 @ 1:58pm

June 8th, 2017 - v5.1.6 - Minor Bugfix Patch

Updated German localisation files. The technology file incorrectly listed I_english instead of I_german, causing all technology localisation to fail.

Update: 31 May, 2017 @ 5:22pm

May 31th, 2017 - v5.1.5 - Minor Bugfix Patch
  • Changed Buildable Planets to only allow one per acceptable planetary type in a system, fixing the issue where all subsequent Buildable Planets ended up in the exact same place in the system, preventing all but one planet from being selectable.
  • Fixed Megastructure World Modifier's icon to be an actual planetary modifier icon.

Update: 30 May, 2017 @ 12:41am

May 30, 2017 - v5.1.4 - Making Flagships Great Again - New Save Game is Not Required

Flagships have undergone a complete overhaul to bring them more "up to date" and viable with the latest major game changes:
  • Build Time: Increased from 1095 to 1440 Days
  • Mineral Cost: Increased from 10,000 to 15,000
  • Fleet Capacity: Increased from 50 to 75
  • Hull Points: Increased from 18,000 to 36,000
  • Armor: Increased from 124 to 200
  • Evasion: Changed to a 95% penalty due to large size
  • Sublight Speed: No change from 5.0
  • Combat Speed: No change from 1.0
  • Maintenance: No change from 2 Influence per month
  • Removed the planetary sensor range bonus.
  • Added a bonus of 10 unity generation per month.
  • Bow XL weapon slots increased from 4 to 8.
  • Utility slots on all sections changed to 12 L Slots (60 Total)
  • Total auxiliary slots increased from 4 to 5.
  • Flagship scaled much larger for the vanilla races to accurately depict its size and power.

  • Removed the ability for Federations to have a Flagship design, due to major bugs with that feature.
  • Removed the monthly influence cost from the Headquarters Station.
  • Changed the Governor's Mansion so the AI will not build it at all, hopefully solving the multiple issues caused by it building too many.
  • Fixed the AI weights on the Frontier Outpost border beacons so that they equip the correct beacon on the correct tier of station.
  • Fixed a localisation error with the Supercarrier tech.

Update: 20 May, 2017 @ 5:25pm

May 20, 2017 - v5.1.3 - New Save Game is Not Required
  • We've reached 100,000 Subscribers and would like to present a special Thank You gift to everyone: NEW MEGASTRUCTURE: Industrial Complex - A late-game massive industrial manufacturing center that can produce an unprecedented amount of minerals and energy, at a huge cost of unity, and at a huge build cost. Requires the Galactic Wonders ascension perk to build. 3 stages produce 200/400/600 minerals and energy but cost 75/125/250 unity in maintenance. Designed for use after you've obtained all the perks you want and are looking for something to spend your unity income on.
  • Added back the storage bonuses for the mining bases and power stations. Now, the first 10 stations you build will each provide a boost of 5000 to your storage capacity. Any stations built after those 10 will have no additional effect on storage.
  • Fixed the bug where all levels of border beacons were available from the start of the game. Each level should not automatically unlock with each upgrade of the station itself.
  • Updated the in-game tech description for mining bases and power stations to hopefully make it a bit more clear on how they work.
  • Also updated the NSC website with current info on the Mining Bases, Power Stations, and the new Industrial Complex.
NOTE: The localisation files have been changed in this update. Language translations will need to be updated to include the changes.

Update: 18 May, 2017 @ 6:06pm

May 18th, 2017 - v5.1.2 - Energency Bugfix Patch
  • Fixed issue where the AI Challenge pop-up message infinitely spawned at the start of a campaign, singleplayer and multiplayer.

Update: 18 May, 2017 @ 5:30pm

May 18th, 2017 - v5.1.2 - Minor Bugfix Patch
  • Attempt to correct the Playable Guardian message only getting to one player at the beginning of a multiplayer game, causing issues with the Guardian Spawn Chance pop-up that follows it for multiplayer gaming.