Stellaris
((( NSC3 - Season 1 )))
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Actualización: 22 OCT 2016 a las 23:24

October 23, 2016 - v2.7.6 - New Save Game is Not Required
  • Added the appropriate number of Auxiliary and Extra Large slots to all ships and stations. (Existing ships will need to be upgraded to equip the new weapons)
  • Fixed an issue where the combat computer was showing up as the highest one researched. Now the player is required to choose which one they want.
  • Removed our code lines for the Military Power numbers, as they're too high for the moment. Set them back to vanilla until we recalculate the proper values.

Actualización: 22 OCT 2016 a las 1:49

Mod Name Change

Actualización: 22 OCT 2016 a las 1:12

October 22, 2016 - v2.7.5 - New Save Game is Required
  • The mod is now compatible with Heinlein v1.3 and should work without major bugs. (Compatibility with other mods has NOT been tested!)
  • All of the "extra" species (Fallen Empires, AI, Swarm, etc) have been removed until they can be made compatible again.
  • The new Spaceport upgrade (that gives 11 levels and 12 modules) has been removed until the coding can be fixed for Heinlein.
  • Fleet formation priorities have been set for all ship classes. Your fleets should now travel in formations that make realistic sense.
  • Ship designer weapon and utility slot icons have been recolored to make them easier to sort out.
  • All ship turrets have been removed completely and a new texture put in their place. This allows us to equip the ships however we want without turret size limitations.
  • Added the new slot types (Point Defense, Extra Large Weapon, Torpedo, and Auxiliary) to the ships where appropriate.
  • New combat computers added for each combat ship class.
  • Evasion numbers updated for all ship classes to match Heinlein levels.
  • SPECIAL NOTE: Auxiliary slots have not been added to some of the ships and stations yet, but will be within the next few days.
  • A few other minor tweaks and fixes here and there.

Actualización: 13 OCT 2016 a las 11:09

October 13, 2016 - v2.5.1 - New Save Game is Not Required
  • EWAR Sensor Array is now limited to Carriers, Dreadnoughts, Flagships, Battle Fortress, Sensor Station, and HQ Station.
  • Added a new tech that gives bonuses to Flagship build cost and speed. This is a rare tech and won't pop up until after at least 100 years have passed.
  • Added an upgraded set of small, medium, and large Advanced Zero Point reactors.
  • Changed the Governor's Mansion to work differently. The bonuses are the same, however, once you build more than 50 of them, you will have a Corrupt Government modifier which will take away a large portion of your monthly income (-30% to minerals and energy).
  • New Governor's Mansion building image.
  • New multi-level upgradable Science & Technology Center with new building images.
  • Ship Class build times have been re-balanced to be more realisitc.
  • All tech icons have been reworked to make them look more uniform with each other.
  • Fixed a minor localisation error for the Advanced Zero Point Reactor.
  • Fixed a minor localisation error with the Level 6 spaceport tech.
  • Fixed a minor balance issue on the Destroyer.

Actualización: 2 OCT 2016 a las 20:32

Minor Bugfix Update

Actualización: 1 OCT 2016 a las 21:18

  • Added a compatibility patch for the Star Trek Federation TMP - Ships Standalone mod. Using this patch will allow the player to use the Federation ship models for all of the classes in this mod. Link to the patch is below.
  • Spaceports now have 11 upgrade levels and can hold 12 total modules. Thanks to AlphaAsh, the creator of AlphaMod, for letting us use this code. It is compatible with AlphaMod as well as working fine without it. We have NOT tested this new code with any of the spaceport mods out there and do not know if there will be a conflict.
  • Removed the Advanced Assembly Yards and introduced a new multi-level technology called "Advanced Construction Techniques." This will free up a spaceport slot, and the player can instead research each level of this tech to give build speed and cost bonuses to each ship class as they move up the research tree. If you have a spaceport where you've already built the Advanced Assembly Yards, that slot will now be empty and you can build whatever you want there. See the Readme for more details.

Actualización: 30 SEP 2016 a las 21:28

Minor Bugfix Update

Actualización: 30 SEP 2016 a las 20:10

  • Removed the Advanced Assembly Yards and introduced a new multi-level technology called "Advanced Construction Techniques." This will free up a spaceport slot, and the player can instead research each level of this tech to give build speed and cost bonuses to each ship class as they move up the research tree. If you have a spaceport where you've already built the Advanced Assembly Yards, that slot will now be empty and you can build whatever you want there. See the Readme for more details.

Actualización: 26 SEP 2016 a las 10:32

  • Changed the Advanced Assembly Yards so that it is available at Spaceport Level 2 instead of Level 6, so players can use its abilities in the early game.
  • Rebalanced the Governor's Mansion. Each building now generates 0.5 influence, costs 1000 energy, 1000 minerals, and 50 influence to build, and costs 3 energy maintenance per month.
  • Fixed all of the "extra" races so that the NSC versions of the vanilla ships appear correctly.

Actualización: 18 SEP 2016 a las 15:40

  • Fixed a bug with the zoom level in the ship designer for Avian and Fungoid stations.
  • Fixed a bug in the power station that wasn't giving bonuses properly after 5 stations.