Stellaris

Stellaris

Aesthetic Cinematic Gameplay (ACG)
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更新于:2022 年 10 月 11 日 上午 6:06

[save-game compatible]

*Upload 2: Update for Stellaris 3.5.3 (missed one file before)

更新于:2022 年 10 月 11 日 上午 5:50

[save-game compatible]

*Update for Stellaris 3.5.3

更新于:2022 年 10 月 6 日 下午 12:27

[NOT save-game compatible - NEW game required]

**** INCLUDED FULL ACG UPDATE FOR THE NEW TOXOID DLC AND VANILLA 3.5.2 STELLARIS UPDATE

>>> ADDITIONAL SPECIAL NOTES

**** LANGUAGE SUPPORT
*added language/localisation support for every language that is available in vanilla stellaris i.e. braz/por, french, german, polish, russian, simp. chinese, spanish and english (please forgive me if there are misspellings)

**** CONTENT REWORK
*changed overlord beholder job building to increase starbase hitpoints and damage instead of adding defense platforms because there are no defense platforms with ACG

**** GRAPHICS IMPROVEMENTS
*improved projectile graphics for several weapons: slightly increased visibility but downscaled projectiles. some projectiles like kinetics got bigger improvements and reworks leading to even more immersive and cinematic appealing space battles than before
*increased carrier graphical model scaling for better immersiveness

**** GRAPHICS + CONTENT REWORK
*completely reworked and replaced old laser cannon graphics => laser cannons are now phaser cannons and old laser cannon projectiles have been replaced by phaser projectiles for playable empires

**** BALANCE
*decreased strikecraft speed => leading to more immersive cinematic space battles where strikecraft will also be better differentiable from other fast flying objects like projectiles
*increased strikecraft range before strikecraft is returning to their carriers

... Please note: some major graphical content features had to be excluded because the vanilla strikecraft bug is hindering me from releasing those new features. You can help me bringing this bug further to the Stellaris Developer's attention by upvoting/commenting on the bug report thread that i created (link can be found in mod description below news)

更新于:2022 年 9 月 15 日 上午 5:48

[save-game compatible]

*removed some redundant code in preparation for the new update for Toxoid and Stellaris 3.5.*

更新于:2022 年 6 月 21 日 上午 4:35

[save-game compatible]

*Update for Stellaris 3.4.4

更新于:2022 年 6 月 12 日 下午 1:36

[save-game compatible]

*improved launch time of strike-craft and improved acceleration speed of ships and strike-craft by decreasing them for better immersiveness
*added some ACG components for event ships that have previously only been available for standard build-able ships

更新于:2022 年 5 月 18 日 下午 3:10

[save-game compatible]

*added icons for compatibility with xenology mod due to a player request
*added better AI fleet composition like ACG pre Overlord update
*added reworked hardcaps and hardcap increases for some ships like titans and juggernauts => mostly like ACG pre Overlord DLC

更新于:2022 年 5 月 17 日 下午 12:03

[save-game compatible]

*updated polish translations ... thanks to Gatzek for providing the translations!

更新于:2022 年 5 月 17 日 上午 7:12

[save-game compatible]

*this is a pure compatibility update that includes some icon files for mods like Planetary Diversity and Guillis Planetary Modifiers

更新于:2022 年 5 月 16 日 下午 2:34

[NOT save-game compatible - NEW game required]

**** INCLUDED FULL ACG UPDATE FOR THE NEW OVERLORD DLC AND VANILLA 3.4.2 STELLARIS UPDATE

>>> ADDITIONAL SPECIAL NOTES

**** NEW OVERLORD DLC PRECOGNITOR HIVE CONTENT CHANGES
*in vanilla there have been introduced 4 new ship sizes for Precognitor Hive (Offspring Corvette/Destroyer/Cruiser/Battleship). Those new ships function as overseer ships and once they die all the other ships would suffer great penalties. i don't like those 4 ship design choice because:
a) those overseer ships don't behave smart and AI will let them being killed easily
b) 4 ship sizes makes it super difficult for the AI to make the right choices which overseer ship size is the best choice for which fleet or in which situation etc.
c) in addition it's a no brainer to build as many offspring ships as possible since they don't cost much more than standard ships but offer better base stats (defensive + offensive) for almost the same cost
d) adding simply offspring corvette/destroyer/cruiser/battleship seems a bit boring since those standard ships already exist and in vanilla the devs basically took vanilla standard ships and just added one new aura to them
so since i was not happy how they have been designed. i completely reworked them: i replaced offspring corvette/destroyer/cruiser/battleship (= Vanilla) with one single new Offspring Mothership (= ACG) => more unique and different ship size with smarter behavior compared to other vanilla ships
=> the new ACG Offspring Mothership will try to stay at range and coordinate the other ships from far away while trying not to risk get involved in battle
=> the new ACG Offspring Mothership has very limited strikecraft (only fighters) and is focusing on defensive abilities like Point Defense. this ship does not have a lot of combat fire power BUT
=> it has big armor/hull defense
=> finally this mothership also offers stronger hull design upgrades. compared with other standard ship's hull design upgrades the offspring mothership hull design upgrades will add much more hitpoints and armor but this will come at a cost. the intention is that the offspring mothership will gain more defensive abilities in mid- and late game. so once you or the AI starts with offspring motherships they will have defensive abilities like a destroyer/cruiser. later on offspring motherships will get better defensive abilities like battleships/carriers. having said that offspring motherships will always have very weak offensive abilities (apart from their essential aura to coordinate all the other hive ships). this way the offspring mothership won't be overpowered in the beginning but it also won't be too weak during mid- and lategame. it will evolve over time
so the role is changed: in vanilla offspring ships will most often rush into battle and die and simply have better stats than vanilla ships and with ACG it's one more unique defensive ship that tries to coordinate the fleet from far away. this behavior seems way more reasonable to me because why would the hive want to let their coordinator motherships rush into battle and die and risk to let your whole fleet suffer big penalties.
*changed start lineup for precognitor hive empires => they do not start with offspring corvette anymore but with the ACG Offspring Mothership instead

**** NEW OVERLORD DLC MEGASTRUCTURE CHANGES
*completely rebalanced new planetary ring megastructures in order to compensate for not having the option to build additional defense stations and to keep a good balance between ACG starbases and new ACG planetary rings. in vanilla planetary rings have huge firepower options (even bigger than starbases in total) but much weaker defensive abilities. that did not make sense to me. why should planetary rings have more firepower than starbases but at the same time be really really weak regarding defense. so with ACG a starbase that is fully concentrated on defense will always have more firepower and defensive abilities than any planetary ring. planetary rings will still have great additional firepower to assist starbases but they won't be better than starbases regarding firepower. on the other side planetary rings defensive abilities have been buffed with ACG. so a planetary ring that is focused on defending the system won't be as good as a full defense focused starbase but it will have good firepower and defensive abilities to defend itself and maybe assist nearby starbases/other planetary rings

**** SUPER CAPITAL SHIP CHANGES (JUGGERNAUT, SUPERCARRIER, TITAN)
*the juggernaut hardcap was changed from 3 to 1 (pre overlord vanilla juggernaut hardcap was one and with ACG it was three => now it's a hardcap of one for ACG too). this mainly happened because some code options have been removed
*the titan hardcap was changed and is now also more in line with vanilla => same reasoning because it seems code options have been removed
*the previously supercarrier hardcap of ACG is now gone because code options have been removed
=> so all in all you will be able to build less juggernauts and less titans than with ACG before the overlord update but you will be able to build more supercarriers
=> to better reflect the strength of those super capital ships the costs of juggernauts, titans and supercarriers have been rebalanced i.e. increased significantly (by ~ 40-60 % depending on game stage). this also helps to avoid anybody from thinking about spamming supercarriers because there is no hardcap for them anymore. so theoretically you can build a lot of supercarriers now (because there is no hardcap for them) but they will cost a huge amount of resources and therefore it won't be easy to reach a really big supercapital fleet. in addition it will hurt much more if you loose one of those ships

**** COLOR UPDATE
* before the Overlord DLC update ACG included more colors than in vanilla. now with the overlord DLC and update for vanilla stellaris, stellaris got more colors. so i updated all ACG colors and added new colors to offer the same amount of colors like in vanilla stellaris BUT
* the color composition is different compared to vanilla and all colors for ship lighting have been adjusted too to be in line with the new ship lighting previously offered by ACG

**** BUG FIXES
*fixed wrong localisation for unyielding tradition finisher ... thanks to Lotussy for pointing this out