Stellaris

Stellaris

NoSkullOnlyNumber
18 kommenttia
Aeryn  [tekijä] 8.4. klo 3.32 
@Carbon I will look at doing that when 4.0 comes out. There might be a better way to target fleets in the release (though I'm not getting my hopes up, if there isn't I'll just exclude systemcrafts).
Carbon the Wanderer 4.4. klo 10.32 
Is it possible to, as a bandaid until a better fix is found, only enable the skull for players (because let's be real: the systemcraft is absurdly powerful and we already know that, and you could also cite it as "modded issue") and leave it active for enemy units so that we can best choose when to get that "enigmatic fortress" off of our lawn?
Aeryn  [tekijä] 15.8.2024 klo 4.51 
@Entity I don't know if I can do a filter/compare against empire fleet cap but I'll take a look.
Entity 14.8.2024 klo 18.25 
any plans (or possibility) to fix that command limit?
Aeryn  [tekijä] 3.8.2024 klo 0.57 
No
ToeJam and Hurl 2.8.2024 klo 7.45 
Can I have skull and number?
Aeryn  [tekijä] 17.7.2024 klo 7.37 
@Fear X Husky 1 it modifies checksum so all players need to have it
Fear X Husky 1 16.7.2024 klo 20.25 
is it client or server side?
FrazierFr 3.7.2024 klo 10.35 
Big mod(:
Aeryn  [tekijä] 10.6.2024 klo 8.50 
@Zomifi I can look into it, though if it's tied to Fleet Settings I haven't yet found a way to read/filter them...
Zomifi 9.6.2024 klo 14.40 
I've noticed that this mod causes certain fleets on garrison (like the Contigency fleets guarding their worlds, or the marauder system ships of the Great Khan) to go on the offensive. Is there any chance you can fix this?
kirb 9.6.2024 klo 5.36 
now we need no number only skull
Aeryn  [tekijä] 7.6.2024 klo 12.51 
@Justin it works on the newest version
Anton Levey 6.6.2024 klo 18.34 
any chance you can update this to the newest version
The Green One 5.6.2024 klo 13.53 
this is fantastic, good job
Vexa 4.6.2024 klo 19.31 
hell ya man
kojak 1.6.2024 klo 10.13 
must have mod
Markus 31.5.2024 klo 8.30 
Neat!