Stellaris

Stellaris

Improved Space Battles [Balance]
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Update: 21 Aug, 2016 @ 6:02am

v1.5 - Introducing the Ragnarok and Spear of Cassius

Ragnarok[gfycat.com]
  • A massive super-capital class ship grown from the organic matter discovered near our galactic core. While we do not fully understand the ship or its technologies, we are able to exert some manner of control. It is able to deploy both the Spear of Longinus and Spear of Cassius doomsday weapons.
  • The Ragnarok starts out in an infantile stage. In order to grow its organic core to maturity, it has to consume 40 planets through use of the Spear of Longinus.
  • You may only own one Ragnarok at any time. Constructing another Ragnarok will result in its destruction due to core instabilities. The Ragnarok may not be put into a fleet with other ships.
  • Designed as an anti-fleet doomsday deployment vessel. It is still able to hold its own in conventional fleet combat, but is particularly vulnerable to the Avatar or multiple Leviathans.
  • ~71k minerals, 2880 days to build. You will need to convert planets into silo storages to afford a Ragnarok.
  • The AI can use the Ragnarok and its doomsday weapon against you.
  • Definitely OP. Will probably be nerfed.
  • Known issues:
    • While charging to fire the Spear of Cassius, it will be ignored by enemy fleets and will not count as being in combat.

New Doomsday Weapons

Spear of Cassius
  • Can only be deployed by Ragnarok, the Spear of Cassius inflicts massive damage to enemy ships within its target zone.
  • To use to Spear of Cassius, select the Ragnarok's fleet after entering combat. A button called 'Spear of Cassius' will appear in the fleet combat window. If the weapon is charged, click the button (or press F) to activate targeting mode. A beacon will appear showing the expected area of effect. Move the beacon to the target location, then click the 'Spear of Cassius' button again (or press F).
  • The Ragnarok will take 31 days to charge the weapon before firing, and will be disabled for an additional 39 days after that. The Spear of Cassius can be used only once before it must be recharged. You may recharge it by consuming 4 planets. The 'Spear of Cassius - Depleted' event will appear in the Situation log after you fire the weapon to help keep track of the number of planets required for recharge.

General Changes
  • Erebus combat drone damage reduced by ~33%.
  • Boosted AI slightly during the early game so players cannot outpace them as easily. This should make them more useful against the crises.
  • Remember you can adjust the crisis difficulty through Empire Policies.

Update: 17 Aug, 2016 @ 7:32am

  • Updated for 1.2.5 Compatibility

Update: 10 Aug, 2016 @ 11:37pm

  • Added crisis difficulty option in Empire Policies. Currently 3 difficulty levels (Normal (Default), Easy, Hard) to allow you to tweak their difficulty to your liking. The crisis fleet power will only be affected slightly but easy mode fleets are a lot weaker than they appear.
  • Tweaked AI to provide more of a challenge.
  • Updated for 1.2.4 compatibility

Update: 5 Aug, 2016 @ 6:35am

  • Added Titan / Leviathan for Fallen Empire ship cultures. Unbidden should be coming soon
  • AI tweaked to aggressively research new ships.

Update: 5 Aug, 2016 @ 12:44am

  • Added Sun Crusher for Plantoids
  • Fixed Titan / Leviathan engine exhaust. Ships should look a lot better now.

Update: 4 Aug, 2016 @ 3:10pm

  • Updated for 1.2.3 compatibility
  • Fixed crisis FP calculation bugs
  • Tweaked Avian / Molluscoid Titan models
  • Added Titan / Leviathan for Plantoids

Update: 28 Jul, 2016 @ 10:58am

  • IMPORTANT - Fleet Power calculations halved. This change is intended to avoid value overflow issues making the AI do stupid things. The displayed FP of pretty much everything has been reduced to ~50% of what they were before, but their actual strength is unchanged
  • Added German localizations (HUGE thanks to Son of the Stars again!)
  • Fixed Forced Assimilation bug with worlds that are being colonised.
  • Greatly increased Doomsday Weapon influence cost.

Update: 23 Jul, 2016 @ 10:36am

v1.4 - Introducing the Erebus

Erebus
  • A massive super-carrier that manufactures and launches fully-autonomous combat drones during battle.
  • The Erebus launches one drone squadron (10 drones) every 25 days during combat. The drone squadrons last for 90 days, after which they will automatically self-destruct.
  • Designed to destroy enemy fleet support vessels and expose their super-capital ships.
  • ~44k minerals, 2800 days to build. You will probably need mineral silos to store enough minerals.
  • Might be OP right now, will probably need to be balanced properly.
  • Known issues:
    • Drone squadron destruction spams fleet alerts.

New Doomsday Weapons
  • Deployed by either Titans or Avatars, these weapons of mass destruction allows you to annihilate enemy planets and populations at a cost.

  • Nanite Deconstructors - Every month, any planet being bombarded with less than 10% hp and a Titan / Avatar size ship in system will have 3 buildings destroyed. This will continue until bombardment stops or there are no buildings left.

  • Mind Control Stimulants - Every month, any planet being bombarded with less than 10% hp and a Titan / Avatar size ship in system will gain a -10% happiness, +20% ethics divergence modifier. The modifier will last for 2 years.

  • Primal Mutation - Every month, any planet being bombarded with less than 10% hp and a Titan / Avatar size ship in system will have one population killed and converted into 2 xenomorph armies under your control. The armies will automatically attack the planet. This doomsday weapon costs 700 energy per use.

  • Forced Assimilation - Every two months, any planet being bombarded with less than 10% hp and a Titan / Avatar size ship in system will have one population relocated to a suitable planet under your control. The relocated population will have its ethos changed to match your Empire. This doomsday weapon costs 250 energy / 500 minerals per month.\n\nYou have to bombard the planet for two consecutive months for assimilation to occur. The process will be cancelled if you do not have any free space on your planets for a new population.

  • More doomsday weapons coming! Post suggestions if you have any ideas for new weapons.

General Changes
  • Time limit for switching policies reduced to 3 years.
  • Base weapon armour penetration increased to approximately 25% to reduce effectiveness of armour stacking.
  • Arc emitters and swarmer missiles now balanced as close range weapons. These weapons are now extremely lethal at close range.
  • Titans, Leviathans and Erebus now have significant armour penalties to reduce effectiveness of armour stacking. Shield and HP bonus increased to compensate.

Crisis Changes
  • ED Invaders no longer kamikaze each other when they spawn. They will still fight but will no longer ignore everyone else to hunt each other down.
  • Sentinels now scale with difficulty. Fleet AI and strength have also been adjusted. Spawn timer has also been adjusted.

Update: 23 Jul, 2016 @ 10:32am

Bugged upload.

Update: 17 Jul, 2016 @ 6:22am

Redid defines to increase mod compatibility. It should now be a lot more compatible with mods like FFU that change system scale. However, there will still be some graphical glitches.