Stellaris

Stellaris

All Tech Researchable [3.*]
Visar 1–10 av 14 poster
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Uppdatering: 17 apr, 2021 @ 8:27

Uppdatering: 7 nov, 2020 @ 10:46

Uppdatering: 31 maj, 2020 @ 18:04

Uppdatering: 22 maj, 2020 @ 7:23

Uppdatering: 18 mar, 2020 @ 7:30

Uppdatering: 25 okt, 2019 @ 15:03

Uppdatering: 10 okt, 2019 @ 7:05

Uppdatering: 12 jun, 2019 @ 6:42

V 2.1
-Added Null Void Beam tech
-Added late-game alternative to research telepathy
-Added ability to research gateways construction and activation without having gateways in borders (meaning you can construct gateways even if you've disabled them from start)

Uppdatering: 6 jun, 2019 @ 9:55

V 2.0
-Reworked mod mechanics. Now it's not overwriting core files. Now it’s using other mechanics. That’s means old bugs are fixed and now mod is fully compatible with any other mod.
-You are guaranteed to get tech when prerequirements are met
-Prerequirements have been reworked, most researchers now require high-tier tech or/and additional tech
-Added Nanite Repair System tech
-Removed ability to research axk worm tech(from Horizon Signal)

Uppdatering: 9 dec, 2018 @ 5:37

V 1.1
-Compability with 2.2.*
-Bug fixes