Stellaris

Stellaris

Extra Ship Components 1.9
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Uppdatering: 17 feb, 2018 @ 11:53

* Updated Mod title
----- This mod will remain at 1.9 compatibility
----- Stellaris 2.0 mod will be published separately

Uppdatering: 26 jan, 2018 @ 14:35

- added scripts for ExOverhaul comatibility

Unless some bugs pop up, this should be the final update for this mod. I will be making a separate ESC for Stellaris 2.0

Uppdatering: 7 dec, 2017 @ 8:59

updated for patch 1.9

- Enigmatic Autocannon is now slightly more powerful, but is also more expensive
- Culture Nexus, Adv. Materials Laboratory and Technology Institute now produce only 0.25 influence instead of 0.5

Uppdatering: 25 nov, 2017 @ 3:00

- removed no-longer-needed AlphaMod capitals (since they no longer exist in AlphaMod 4 (the 1.8 version) from the list of capitals that allow ESC building construction.

Uppdatering: 21 okt, 2017 @ 0:31

- fixed armor penetration for tier 6 and tier 7 missiles
- fixed a number of typos in technologies' descriptions

Uppdatering: 15 okt, 2017 @ 7:37

- Effects of Gravity Manipulation, Synthetic Lifeform Studies and Space-Time Continuum Manipulation technologies on build costs and build speed have been reduced.
- Dark Matter Torpedo buffed slightly.
- Exotic Matter Warhead X-slot missile now requires tier 6 rockets instead of tier 5.
- Adjusted weight modifiers for some technologies.
- New Technology - Neutronium Powertools - increases mineral production.
- New Technology - Superconducting Materials - increases energy production.
- Watcher of Eternity is now a society tech rather than physics.
- New weapon (X-slot) - Magnetohydrodynamic Cannon.
- New weapon subtree - Crystalline weapons (3 tiers of S/M/L weapons and an X-slot weapon)

Uppdatering: 2 okt, 2017 @ 11:00

- upped the range of tier 3 and 4 Swarmer Missiles to vanilla 100
- fixed ai weighting error for the Arc-en-Ciel Cannon technology

Uppdatering: 24 sep, 2017 @ 11:01

- Slightly nerfed new plasma weapons to bring their shield damage and armor penetration closer to vanilla percentages.
- Frontier Settlement and its upgrades now produce extra energy instead of food when used by Machine empiers.

Uppdatering: 22 sep, 2017 @ 1:16

- Fixed an oversight that prevented machine empires from being able to build buildings introduced in this mod.
-- While machine empires are unable to upgrade Frontier Settlement to Frontier Farm, right now their frontier buildings still produce food. This will be addressed in a later update.

Uppdatering: 21 sep, 2017 @ 14:01

- Updated for 1.8.*
- Minor rebalancing of components