Stellaris

Stellaris

Improved Space Battles [Balance]
Näytetään 71–80 / 85
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Päivitys: 8.6.2016 klo 6.55

  • Extradimensional crisis modified. The second portal will now always open around 2.5 years after first. The third portal will always open around 8 years after the second.
  • Sentinels (from Prethoryn invasion) tweaked. They will now spawn much earlier, get reinforcements quicker and have stronger fleets.
  • Titan hp increased slightly to make them tankier.

Remember, the new crises have been tweaked to be stronger than a single empire can handle. The longer a crisis lasts, the higher your opinion will be boosted with others in the galaxy (shared threat). Use that to your advantage and form alliances to handle the crisis.

Päivitys: 7.6.2016 klo 2.00

More tweaks to AI building Titans. There's currently an issue where the AI only builds 1-2 level 6 spaceports so Titans will still be somewhat uncommon.

Titan build cost increased. Overall maintenance cost reduced slightly.

No longer modifies file 00_static_modifiers.

Päivitys: 6.6.2016 klo 4.22

Balance Changes

Energy Lances - -30% shield damage (up from -25%)

Energy Torpedoes - 80% shield penetration (down from 100%). Energy torps were just too strong since they cannot be countered by PD and do not suffer from the overkill problem that affects explosive missiles and torpedoes. Might lower this value even more in the future.

Kinetic Artillery - Now has +10% armour penetration (up from 0%). Just a little more reason to try out kinetics.

FP calculations adjusted again. They should now be almost the same as vanilla values while still fixing the 14k cap bug. However, swarm FP has become even more inflated.

Adjusted the weights of Titan techs. They should show up more consistently after 70-80+ years.

Päivitys: 5.6.2016 klo 22.19

Fixed a bug with tachyon lance.

Päivitys: 5.6.2016 klo 0.32

Tweaked scourge values. They might still be too powerful for a single empire to handle.

Päivitys: 5.6.2016 klo 0.01

Full change notes for this mod starts on the last page

  • FTL inhibitors reworked again. Previously, the AI would sometimes ignore inhibitor stations when FTLing to their target, allowing you to "trap" their fleet in your system for several months while they wind up. To prevent this the following changes have been made. These changes will only affect newly built stations.
    • FTL inhibitors are now magnets again. You will lose the station to enemy fleets that are caught and have to rebuild them.
    • All station HP increased by 2x. Station armour also significantly increased. There's a bigger incentive now to build large/multiple stations to delay enemy fleets.
  • Titans overhauled. Several ship modifiers were not working properly causing the ship to be a lot weaker than intended. The modifiers have been removed and the Titan now has 3 behaviour cores providing different bonuses that replace targeting computers. This allows you to choose if you want your Titan to serve as a melee range tank or long ranged DPSer
  • The AI will now research and build Titans. Expect epic space battles with multiple Titans.
  • Fallen empires have found their misplaced Titans. Just a couple though. (Only affects new games)
  • Swarm and ED invader AI has been modified. Queens no longer rush into your fleet to be focused down. Additional bonuses have also been added to both fleets. Expect a challenge (Only affects games where they have not spawned). The injured queen is now worth going to war over.
  • Fleet power calculations have been adjusted. Previously the FP of a single ship seems to be capped at ~14k (guessing calculations hit max int somewhere), causing Titan auto-designs to stack regen utilities. The calculations have been adjusted to avoid the problem. New FP is now approximately half of vanilla numbers. Note that swarm FP is inflated due to some of the new bonuses added.

Now also modifies common/country_types/00_country_types to get the AI to build the new ships.

Päivitys: 4.6.2016 klo 0.11

Fixed projected defenses, changed to HP instead of shields because shields doesn't seem to work properly on ships with no shields originally.

Sensor range on titan modules reduced to 90.

Päivitys: 3.6.2016 klo 11.36

Fixed titan weapon modules giving power instead of costing it.

Päivitys: 3.6.2016 klo 7.19

Fallen empires now spawn with 5 - 7 fleets instead of 2 - 4.

Reverted the ship upgrade changes, now uses 1.1.0 values which are already insanely fast.

Maximum save games increased to 50 (Haven't seen any issues with this so far, hoping it does not break anything)

Päivitys: 1.6.2016 klo 18.49

Added research bonuses to some of the new technologies. Researching doomsday weapons theory now adds +5% ethics divergence.