Stellaris

Stellaris

Advanced Weapons (2.2+, Alpha)
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更新于:2016 年 11 月 27 日 上午 9:16

-Had to revert accuracy changes on PPC. It turns out the game does not like my numbers so they are back to original values. Nerfed tracking numbers still stay so the well-made corvette will still evade about 40% of Large PPC shots.

更新于:2016 年 11 月 27 日 上午 9:01

-Slightly nerfed the accuracy and tracking of PPCs (mostly larger slot ones) and slightly buffed the tracking of twin-linked arty. So the PPC is now slightly more suitable against bigger ships while kinetic is more suitable against smaller ships.

-Increased the accuracy and tracking of twin-linked auto cannons as well.

-Nerfed the tracking of lances to 30%, and buffed the advanced mass accelerators' accuracy, tracking and range. They are now essentially sniper cannons that can pretty much hit perfectly from long range, but still lose to lances due to armor penetration and in the end shield damage. This also helps to differenciate these X-large cannons.

更新于:2016 年 11 月 21 日 下午 8:57

-Overhauled weapon balance such as cost/power and some dps has been adjusted. See if you like, and comment or put on the discussion forum if needed.

-PPC now has two more variants, three variants total. First two variants has min-range that your ship won't attack close targets if only equipped with PPCs alone. Think twice before you are trying to jump into the top of the enemy fleet. Last variant however has no min-range.

-Three new advanced mega cannons. They have decent stats and unlike lances you will find them far more accessible and easier to obtain. Of course they will lose to higher-end lances eventually.

-Finally, since people seem to like Titan Beam, I added a balanced version (e.g far more expansive than 300/300 cost/power) of Titan Beam as a sixth lance, after Annihilator Lance, named Ivory Lance. The Ivory Lance actually has less DPS than Titan Beam (200 vs 170), but has far better range and decent tracking as usual.

As name suggest, the color of Ivory Lance is white.

-This seems to be the last content patch for the rest of the year. After a while I will be focusing on polishing current stuffs such as improving effects and icon pictures. We will see if Paradox does anything significant for 1.4.

-Oh, I forgot to mention. As I warned in comments, the tech requirement for PPC has been changed, and if you use previous save file, you will have to research PPC again to use it for new ship design.

更新于:2016 年 11 月 14 日 下午 10:37

-Very serious bug that prevented ALL space amoeba shark strikecrafts from functioning properly.
(Jesus, how nobody actually noticed this bug? No, it is not the bug about circuling the map around.)

更新于:2016 年 11 月 14 日 下午 7:05

-Divided tech files to each weapon types, so the people who want to 'mod' my mod may find easier time enabling/disabling certain weapon types. PPC has a dependency on Plasma lances, so you must edit it if only PPC is used not lance.

-I got rid of all "target_weights" from all of my x-large weapons. As it turns out, this is what made battleships dancing instead of firing their weapons. More info on Automated Behavior Ajdustment mod page.

Since this mod is only for adding weapons, I can't include vanilla weapon changes in this mod. If you do not want to see your Tachyon lance battleships dancing like madmen, get Automated Behavior Ajdustment mod.
( http://sp.zhabite.com/sharedfiles/filedetails/?id=799999383 )

-I softened the requirement for space egg research tree. With 1.3 changes on spaceborn aliens spawning, there is a good chance a player may never see the amoeba. It now has a chance to be shown if Genome Mapping is researched.

-Finally I decided to name the space amoeba strikecraft based on the names of gemstones. This is not my original idea, but I am having hard time searching for that comment on the comment section.

更新于:2016 年 11 月 9 日 下午 6:28

-Now includes full German translation thanks to SotS, who also did the translation for the earlier version of this mod.

-Made majority of weapons are no longer salvagable from the debris. See comments section.

更新于:2016 年 11 月 8 日 下午 8:26

-There were some typos in files that made several added techs such as PPC much easier to obtain. Now it is fixed. :P

-To compensate(!) this, new advanced flak, including Large versions, is added.

更新于:2016 年 11 月 6 日 上午 3:33

-Further adjusted x-large weapons and twin-linked arty to reflect recent balance changes.

-Nerfed the number of space egg strikecrafts so the combat numbers are now down to earth.

-I decided to add some decent trackings to my x-large weapons. Well, no, they don't break balance really. Thing is no matter what these x-large weapons are virtually useless because targeting priority coding is broken in the game and you will only see battleships trying to kill corvettes with that x-large stuffs.

-A long promised weapon from October, I bring the Particle Projector Cannon from nearly completed dead sci-fi franchise (still, Mech Commander lives forever!)

-I really hate the fact that Paradox did not update the tech pictures of Particle and Tachyon lances. So I updated, for them (among with my own lances)

更新于:2016 年 10 月 27 日 下午 3:04

-Moved twin-linked arty to Large weapons from X-Large. From both vanilla perspective and the initial purpose of the weapons, making them into X-Large hardly made sense. The weapons got both cheaper and nerfed appropriately.

If you are already using these weapons and put them on your battleships... Oh well I am sorry, but they will disappear and you will have to remake them. But look at the bright side, Large weaponary once again has advanced weapons!

-Advanced lances are far more stronger and far more expensive. They are now positioned as advanced X-Large weapons beyond Mega and Giga cannons.

-The 3rd Aegis system got nerfed so it doesn't go crazy (until now it could be used as ship-to-ship weapons.) With less shield damages on all three Aegis system will make the strike crafts some breath room.... for now.

更新于:2016 年 10 月 25 日 下午 3:29

-Icons for Plasma, ED and Annihilator lances are updated for 1.3
-Numbers on the icons of twin linked kinetic cannons were 1,2 and 5 instead of 3,4 and 5. Now both tech and in-ship design icons' numbers are unified as 3,4, and 5.