Stellaris

Stellaris

Extra Ship Components 2.0
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Update: Mar 24, 2018 @ 7:07am

- "Focused Psionic Lance" renamed to "Void Ray" and is given a new icon.
- Psionic cannons now have a new firing effect (cosmetic change).
- Pulsed Plasma Afterburners tech name fixed.
- Fixed rarity of crystalline weapons' techs (cosmetic change).
- Culture Nexus, Advanced Materials Laboratory and Technology Institute have been reworked.
- Added modified versions of Culture Nexus for organic hiveminds (Cerebral Node) and machine empires (Network Regulator)
- Renamed tech to unlock Culture Nexus/Cerebral Node/Network Regulator
- Central Research Bureau and Watcher of Eternity are now slightly more balanced against vanilla research buildings.
- Reduced bonus damage to hull done by psionic weapons.
- Reduced bonus damage to hull and armor done by nanite torpedoes, missiles and strikecraft.
- Reduced bonus damage to hull done by gravity weapons.
- Reduced power output for NSC support ship's reactors.
- Added edicts to speed up megastructure construction back into the mod.
- Added a way to access ESC Mod Menu via country edicts.

WARNING
: this update might cause non-fatal breaks (buildings disappearing) in existing saves

Update: Mar 18, 2018 @ 12:35pm

- Added reactors and thrusters for NSC support ship.
- (Hopefully) resolved the Automated Dreadnought Protocols computers bug when playing with NSC.

Update: Mar 18, 2018 @ 7:55am

- Added tier IV and V reactor boosters. Reactor boosters are available only if NSC is not active to avoid redundant compoents.
- Soft-removed Empowered Maneuver Thrusters.
- Added tier III afterburners.
- Added in-built support for The Zenith of Fallen Empires and Uber Juggernaught (hopefully)
- Some localization fixes.
- Mod options menu can now be accessed via planetary edicts. Unfortunately, by any human player at this point. Will think on how to limit this to host only...

Update: Mar 16, 2018 @ 12:44pm

- X-slot and T-slot missiles are now slightly more fragile
- Horror Armor repair rate has been reduced
- Hardlight (Wraith) Armor shield recharge rate has been reduced
- Added alpha version of mod menu that allows switching off parts of the mod (e.g. shields). Currently accessible only via console with the command event esc_options.1

Update: Mar 10, 2018 @ 7:34am

- Grand Cannon is no longer not-reverse-engineerable to bring it in line with other tier 4 X-slot weapons
- Dimensional Wave Cannon is no longer not-reverse-engineerable
- Tier 4 particle lance and arc emitter are now rare tech (cosmetic change only)
- Added in-biult support for ExOverhaul: Core Game Mechanics and AI and ExMechanics: Debris Tech Boost

Update: Mar 4, 2018 @ 4:36pm

- Localization fixes
- Thrusters had their modifier reverted to ship_speed_mult
- Extradimensional Spike now should be usable on all cruiser+ sized ships

Update: Mar 4, 2018 @ 8:01am

- Wave-Force Armor has been promoted to tier 9 shields, but it's more expensive and its technology is harder to get now. Removed roman numeral from the icon.
- Citadel shields now regenerate even slower
- Added thrusters for NSC ships
- Added reactors for NSC ships
- medium and large defense platforms now have their own reactors with increased power output

Update: Mar 3, 2018 @ 9:29am

- Titanic weapons now correctly require the player to have researched titans.
- Reactors now have AI weights and should be picked by designer as better alternatives to vanilla when that is indeed so.
- Overwrote the Dark Matter Thrusters icons so that they look at least somewhat distinct from the Anti-Matter Thrusters added by this mod.
- Fixed Magnetohydrodynamic cannon not having Advanced Materials as its prerequisite on the tech tree pic.
- Titanic version of Arc-en-Ciel cannon has had its cost and power consimption increased.

Update: Mar 3, 2018 @ 4:54am

- thrusters updated
- fixed a few more localization problems

Update: Mar 2, 2018 @ 11:09am

- Missiles fixed!