Stellaris

Stellaris

Improved Space Battles [Balance]
Showing 61-70 of 85 entries
< 1 ... 5  6  7  8  9 >
Update: 26 Jun, 2016 @ 2:17am

  • Fixed nova-ing a star system with ring worlds. They should no longer turn into planets.
  • Added burning ring world textures.

Update: 26 Jun, 2016 @ 2:09am

Failed upload?

Update: 25 Jun, 2016 @ 7:55pm

  • Renamed new ship parts for compatibility. You have to upgrade your ships for new parts to show. Design view will be bugged until you research a new tech and auto-designs update. Sorry.
  • Prethoryn Swarm acid spit damage now shows up in combat statistics
  • Tweaked swarm damage values
  • Removed some restrictions on Sun Crusher use. You can now destroy empty systems anywhere. Unsurveyed systems may contain primitives that will prevent use.

Update: 25 Jun, 2016 @ 12:23am

Changed core planets cap back to 10.

Update: 24 Jun, 2016 @ 11:16pm

Full change notes for this mod starts at the bottom of the last page

v1.2 - Introducing the Leviathan and Sun Crusher

This update adds two major features. First is the Leviathan, a super capital ship designed as a hunter killer. It is a purely offensive ship with just one role - to take out enemy fleets with superior speed and firepower. Second is the introduction of a new Doomsday Weapon - the Sun Crusher - which can destroy entire star systems. Full change notes continued below.

Leviathan
  • Extremely fast and maneuverable super capital ship - it is almost as fast as a destroyer.
  • Only 6 large weapon slots. However, weapons receive a 390% damage boost and 110% attack speed boost. Does not provide any fleetwide auras
  • Relatively weak defences, but has great evasion (33.7% base) for a ship its size.
  • Extremely expensive (~26k mins) and time consuming (2400 days) to build
  • Research chain automatically continues from Titan chain and unlocks two new ship parts (Phased Armour and Phased Shields)
  • Known issues:
    • Texturing is pretty terrible on some graphical cultures. Mostly noticeable only when really zoomed in.

Sun Crusher
  • Doomsday weapon that comes attached to a ship.
  • Destroys star systems, nova'ing the star and turning glassing all planets. Also destroys all ships in the system. Destroyed systems lose all orbital deposits. However, galaxy map will still show them as the original star type.
  • Extremely slow. You have to get this ship into orbit around a star to activate it. Not too great of an offensive weapon against enemy fleets, but might be possible. Did I mention it is really slow?
  • Expensive (~20k mins) and time consuming (1800 days) to build
  • Other empires will hate you for building/using this. You can, however, use this against crisis invaders with no backlash.
  • Research chain continues from Titan Doomsday weapons research and Leviathan chain. You need to complete both to start on the Sun Crusher chain.
  • Known issues:
    • Nova effects and sound sometimes don't appear, but the system still gets destroyed.
    • Effects and sound will desync based on game speed (sync is based on normal speed).

Doomsday Weapons
  • You need to have researched Sentient AI for doomsday tech to show up (Because asking a human / xeno to push the button will scar them for life, and we all know sentient AIs don't really mind killing us).
  • Doomsday weapons reworked slightly. You now have to activate an edict in addition to selecting the doomsdays weapon through empire policy. This allows you to toggle doomsday use on and off quickly without being able to switch weapons easily.
  • Removed planet destruction chance from kinetic bombardment. Lowered planet destruction chance of evolutionary virus to ~5% per planet, depending on population size (down from 25%).
  • Opinion malus for using doomsday weapons greatly reduced and limited. You can now use it a lot more often.
  • Still only two weapons (excluding Sun Crusher) but more coming soon!

New ship parts - Phased Armour and Phased Shields
  • Phased Armor - [ S : +85 HP | M : +170 HP | L : +340HP ]
  • Phased Shields - [ S : -37HP, +187 Shields, -15 power | M : -75HP, +375 Shields, -30 power | L : -150HP, +750 Shields, -60 power]
  • Researched from Leviathan research chain.
  • Tweaked values so the AI will tend to use these parts more often on certain ships which *may* help against how OP tachyon lances are.

Weapons
  • Critter weapon values updated to vanilla 1.2 values
  • PD weapon values updated to vanilla 1.2 values
  • Strike craft values updated to vanilla 1.2 values. Scourge strike craft still remains buffed from vanilla.
  • Kinetic Artillery shield damage reduced to 1.65x (down from 2.0x)

Ships
  • Space station building blocker size reduced by 60%. You now can stack a lot more of them in your fortress systems.
  • Titan model size reduced by ~10%.
  • Battleships now have carrier sections, so you can build carriers. (Thanks to Son of the Stars for the suggestion!)
  • Ship section tags tweaked so the AI will auto-design the more OP weapons (*cough* tachyon *cough*)
  • Known issues:
    • The game counts large weapon slots as hangar bays in the battleship sections. No idea how to fix this.

Crises
  • Crisis countries updated for compatibility with vanilla 1.2 (difficulty based buffs). You can still get multiple crises per playthrough.
  • Damage and fleet values tweaked for 1.2. They are almost certainly not balanced properly atm, will make additional changes once I play a few games in 1.2.
  • ED invaders invasion timeframe updated to vanilla 1.2 values.
  • Prethoryn swarm will now invade after ~165 - 235 years, be prepared.
  • Prethoryn swarm now receives additional reinforcements based on number of planets controlled. You can no longer ignore them until you build up a doomstack. If they infest 100+ planets they will become practically unstoppable. New open border and attack pacts in 1.2 should help with keeping them contained. Plus you can nova their systems.
  • They are not balanced properly. I haven't had time to play any games in v1.2, so I will make tweaks along the way. Posting feedback will help!

Attribution
  • Glassed planet textures modified from planet textures created by RobertSteinIII (freebitmaps) under CC 3.0

Update: 14 Jun, 2016 @ 4:19am

  • Fixed a bug with the detection of second ED portal's destruction
  • Reduced ED reinforcement time to approximately 4 years (down from 5). They're still going to get crushed if they spawn between two strong AI empires due to how their AI works, but I guess they'll put up more of a fight.
  • Buffed projected defences.

Update: 13 Jun, 2016 @ 7:24am

  • Fixed Small advanced railgun energy usage (Thanks Gray Death for pointing it out)
  • Added FTL inhibitors to ED invader stations

Update: 11 Jun, 2016 @ 4:04am

  • The swarm now spawns in roughly 140-220 years (only affects new games).
  • Tweaked the swarm fleet so their fleet power is closer to actual power. The AI should be more willing to engage them.
  • Changed how doomsday weapons are triggered so they no longer require modifying orbital_bombardment.txt

Update: 10 Jun, 2016 @ 5:36am

  • The base ED fleet guarding the portal has been increased in strength since the AI can be easily exploited. It will still be relatively easy to contain the ED invaders but actually closing the portal will now require a larger fleet.
  • Lasers and energy lance armour penetration reduced to 40% (down from 50%)
  • Railguns now have 10% armour penetration.
  • Missiles reworked slightly. The variance in cooldown (windup time) has been greatly increased to make synchronised volleys (and thus massive overkills) less frequent. Damage has been boosted to offset the CD increase. Missiles have also gained +10% armour penetration. They're still really weak in mid - large fleet battles with lots of fighter screens / PD but should now be slightly more useful.

Update: 8 Jun, 2016 @ 9:50am

Doubled the amount of Sentinel reinforcements but halved their spawn rate. They should do slightly more damage now.