Stellaris

Stellaris

(-New Ship Classes & More: Streamlined-)
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Uppdatering: 30 sep, 2017 @ 13:21

Release Bugcatch Fix (Part 5):

Added the appropriate tech to the prerequisites for the Spitfire Battleship segments, so you actually require the tech to unlock the all small-weaponry segments.

Fixed long standing issue where the Battleship Assembly Yard could become available (Spaceport Level 6) before the actual Battleship (Battleship tech).

Uppdatering: 27 sep, 2017 @ 18:17

Release Bugcatch Fix (Part 4):

Fixed the "Civilian Aura Bug" by changing the aura slot into a lab slot. This should keep the bonuses to Civilian Ships only. The Science bonuses will now solely be for the Science ship/cruiser as any upgrade science lab slot. Hope people notice.

Uppdatering: 26 sep, 2017 @ 10:41

Release Bugcatch Fix (Part 3):

Fixed the NSC Component choice at start so if you selected "yes" you would receive NSC reactors.

Uppdatering: 26 sep, 2017 @ 7:43

Release Bugcatch Fix (Part 2):

1. Properly updated the AI Ship Class Budget for the Light Carrier/Strike Cruiser switch.
2. Reduced the tech weights of ship class techs and certain ship upgrade techs to help them appear more often for the player.

Uppdatering: 25 sep, 2017 @ 14:32

Release Bugcatch Fix:

1. Updated Sentient Computers to "Sapient."
2. Fixed NSC Components option choice not appearing at game start.

Uppdatering: 24 sep, 2017 @ 21:50

September 24, 2017 - Version 2.0.0
New Save Game is REQUIRED (Old save games WILL NOT work under any circumstances)
  1. All Ship/Station Classes have had their stats tweaked and many segment layouts have been altered to better bring them into balance, including:
    1. The Frigate class has been removed from NSC for many reasons, and the Strike Cruiser and Light Carrier have switched places in the research order, making it: Corvette - Destroyer - Cruiser - Light Carrier - Battlecruiser - Strike Cruiser - Battleship - Carrier - Dreadnought - Superdreadnought - Flagship.
    2. Pricing for the Destroyer, Cruiser, Light Carrier, Carrier, Dreadnought, Superdread, and Flagship reduced. Battlecruiser & Battleship raised.
    3. Hit points for the Cruiser, Light Carrier, Strike Cruiser, Battlecruiser, & Carrier and "higher" classes have all been increased, large and small amounts as needed.
    4. Build times for all Military Ship Classes have been overhauled to be based on HP, Price, and Relative Efficiency versus just "round times of the year".
    5. Armor values have been adjusted with precision across all classes to make sure the right amount of protection is initially granted. Flagship no longer has 90% automatically.
    6. All ship classes evasion and naval capacity numbers have remained untouched for now.
    7. Military Stations, including Battle Fortress and the Headquarters Station have all been adapted to the boosts in Military Staton HP.
    8. The Flagship & HQ Station remain tier-4 technologies, meaning you need to research 8 tier 3 techs (perhaps just in Engineering) to unlock them. I have applied many extra bonuses to finding them as the years go by. If you cannot find them after around 150 years, then something is wrong.
  2. Gave every single military class ship segment an AI Weight so that every AI personality (including Patch 1.8 personalities) would use an appropriate and different setup. There should be a variety of AI warships in NSC now!
  3. All appropriate PD sections from the now retired Frigate have been merged into the Destroyer in a new tech called "Frigate Upgrades". Destroyer will only have PD through this tech.
  4. The Science/Construction Cruisers are no longer separate classes, but rather part of a new upgrade for all civilian ships called "Enhanced Civilian Designs", which now includes the Colony ACT Tech.
  5. The "one Flagship" limitation method has been adapted so that if you construct a second Flagship, the original one will be destroyed without wiping out the fleet it is in! Still one Flagship, but no worries of mass destruction of fleets.
  6. The Advanced Construction Technique (ACT) Techs in NSC will have the same bonuses available in previous versions, and a new ACT Tech for "Vanilla" Military Ship Classes is now available after researching Battleships and will "fill in" the bonuses now missing from assembly yards.
  7. New "Spitfire Battleship" segments have been created. These all S-weaponry layouts for each section of the Battleship are to battle lower-tier ship classes, unlocked via the "Spitfire Battleship" tech.
  8. The number of hangars on the Supercarrier upgrade segments for the Carrier class have been altered from 9 to 8, so that in total, you go from 4 to 8 to 16 with Carrier Classes & Upgrades. Flagship still holds 18 with appropriate segments.
  9. Added full PD versions of the Supercarrier segments by request in addition to the all s-weaponry layouts.
  10. Ship Class segments across the board have been tweaked to make them more unique, upgraded to match value of other segments, or removed for being overly redundant.
  11. Adjusted the cost/power of many Special Slot components to hopefully better balance them. More of the components are now unlocked via the level 2 unlock tech.
  12. The NSC Components are now completely optional, regardless of if you have ESC or BOSP. New pop-up at beginning of the game should tell you what component mods are installed and recommend.
  13. Many minor improvements/tweaks to technologies, including giving very large multipliers to the Flagship and HQ Station to hopefully make them appear by year 150 at the latest. Also updated the AI's HQ Station events to match the new settings for the HQ Station tech.
  14. The Strike Craft changes NSC had made in NSC 6.0 have been removed to allow for proper testing of the Patch 1.8 overhaul. If changes are needed to the new system, the file will be readded and appropriately edited.
  15. The Tomahawk Missiles have been removed, along with all Frigate Flak Gun Weaponry. These may be readded in the future if a particular setup or balance can be found that is useful and doesn't cause more problems than they're worth.
  16. The Flak Gun technologies can now unlock any PD segment of any NSC ship/station class since Flak Guns are now considered PD by the game.
  17. Armor will no longer give obscene HP bonuses that make them extremely OP, but rather balance up HP given (in smaller amounts) with reduced Armor point values. WIP.
  18. Added Component Tech Block to Level 5 Thrusters since it was not blocked regardless of is BOSP or ESC were active.
  19. Added an "English string" Russian localisation like other base Stellaris languages since Spectrum's Russian translation now overwrites NSC localisation.
  20. Changed the Superdreadnought's shield aura's name from "Shield Recharge Field" to "Shield Enhancement Field" since it increases shield HP, not recharge rate.
  21. An extensive sweep of the localisation was preformed to hopefully fix most spelling & grammatical errors, along with better wording in needed areas.

Uppdatering: 21 sep, 2017 @ 13:16

Hotfix for NSC Streamlined to work with Patch 1.8.

Uppdatering: 4 aug, 2017 @ 19:18

August 4th, 2017 - Version 1.1.3 - Compatibility Update

Updated the government_view.gui in the mod so it will overwrite Ethic&Government Rebuilds while also including the changes from that mod so that compatibility is restored.

Uppdatering: 1 aug, 2017 @ 13:31

August 1st, 2017 - Version 1.1.3 - Minor Bugfix Update
  • Improved the Flagship Bonus events to hopefully stabilize and fix the applying/removing of the bonus. Still will glitch out if the player "cheat" adds/removes a Flagship within a week of previous command.
  • Mass clean up and organization of many event files, including removal of old and now unused flag references to the HQ Defense Fleet.

Uppdatering: 31 jul, 2017 @ 10:29

July 31st, 2017 - Version 1.1.2 - Minor Bugfix Update

Fixed/improved a lot of localisation.