Stellaris

Stellaris

Aesthetic Cinematic Gameplay (ACG)
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Uppdatering: 19 feb, 2021 @ 8:46

[NOT save game-compatible => you need to start a new game if you want to play with this new version of ACG for the first time]

IMPORTANT: IF YOU HAVE AN OLD SAVE GAME OR DON'T LIKE THE NEW UPDATE YOU CAN USE:

ACG Icon UI Addition Legacy
ACG Legacy

>>> CONTENT AND BALANCE

*** BIGGER CHANGES


*Supercarrier introduced as new shipclass: ever dreamed of a ship that is about as strong as a titan but is a carrier? => this is it
*Titans and Supercarriers do not need titan yards starbase building to be built
*Juggernauts can now only be built by Megastructure: Megashipyard [for Federation DLC owners] => this makes megashipyards much more important and also makes more sense since a starbase is only building ships but not other starbases (and juggernaut is a mobile starbase)
*New Special Strikecraft Bombers for Juggernauts and Supercarriers: Laser-Beam Bombers. Their squads consist of less strikecraft and their range is very low but they are bigger than standard bombers, deal a huge amount of beam damage and they have a lot of hitpoints. Their death animations are also bigger even though it's really difficult to kill them due to their massive tank. This is by far the strongest bomber strikecraft squad in the game and makes the supercarrier as dangerous as a titan.

*each Starbase Level 2 (Starport) or above now has one basic shipyard built-in i.e. each starbase level 2 or above can produce: science ships, construction ships, colony ships, corvettes, destroyers, cruisers and battleships without any starbase-modules built on them
*renamed "Shipyard"-module into "Advanced Shipyard"-module
*"Advanced Shipyard"-modules now provide a ship-building speed boost to starbases where they are built on in addition to the ability to build one additional ship per shipyard module (on top of the already built-in shipyard per lvl 2 or above starbase)
*"Advanced Shipyard"-modules provide the ability to build Carriers, Dreadnoughts, Supercarries and Titans on a non-moving Starbase
*Starbase Buildings: Colossus yards are now only required to build colossus (not required for Juggernauts anymore since those are built in megashipyards)
*Removed titan yards starbase building from the game
*Colossal Yards starbase building is now only required for producing a colossus on a starbase (it won't be required for a juggernaut since a juggernaut can now only be produced on a megashipyard)

*Bureaucratic Level 3 Building added

*Ship Hull Technologies redesigned: those technologies will not apply increased hull on ships on finished research anymore. Instead those technologies will enable players and AI to use =>
*A New Ship component: Ship hull design. Each ship got his own individual hull design component to upgrade

*Graygoo weapon compositions redesigned => graygoo ships now only use new custom laser beams and strikecraft. Graygoo strike craft armor and shield reduced but regeneration/rebuild rate increased => graygoo will be more deadly now with better weapon graphics than before

*5 new bureaucratic technologies and restructured/optimized the progress of researching bureaucratic technologies
*2 new starbase buildings incl. new technologies added (Advanced Assembling, Financial Space Center)
*5 new material (food, minerals, alloys, consumer goods - all in one) storage technologies
*3 new energy storage technologies
*3 new high-tech technologies for faster megastructure build-speed and additional simultaneous megastructure build slots (unlocked after Master Builders Ascension Perk was chosen)


*** SMALLER CHANGES

*Megastructure Megashipyard: slightly improved shipyard capacity of lower level megashipyards

*Juggernaut hitpoints slightly reduced
*Juggernaut costs increased
*Juggernaut ship-building slots increased to 4 (so you can build 4 ships simultaneously with a juggernaut)
*Juggernaut limit is more difficult to increase (previous steps were 400 naval cap, now you need 800 naval cap in order to get 1 more juggernaut)
*Juggernauts can now also build titans, as well as supercarriers (the only ship that can't be built by juggernauts is the juggernaut itself which requires a megashipyard)

*Carriers now have 2 more bomber strike-craft wing slots

*Titan + Supercarrier Limits: increased amount of naval cap you need in order to build a 2nd titan/supercarrier from 200 to 400 => since you now have two options of titan equivalent ships (titan + supercarrier) instead of just one (titan). this is necessary in order to keep balance. so the introduction of the supercarrier will increase variety of ship options without giving you more titan-equivalent ships overall compared to before.

*increased base ship build-time of all ships (which can be countered by using the advanced shipyard modules that provide a build-speed boost)

*Starbases: slightly decreased the max limit of starbases that you can build per system owned (previously around 8 systems = 1 more starbase building option, now it's around 9)
*Starbase Modules: decreased cost of battery/missile/hangar starbase-defense modules
*Starbase Modules: removed one fighter strike-craft wing from battery/missile/hangar starbase-defense modules

*Ion Cannon: decreased ion cannon damage

*Strikecraft: increased strike craft damage and cooldown (net effect is a positive buff for strikecraft damage)

*Strategic Coordination Center: removed starbase platforms from bonus of having a strategic coordination center because they are worthless since they have been removed from the game with ACG. Added other bonus modifiers to strategic coordination center in order to keep balance after removing the platforms from the bonus list.

>>> AI

*Starbase Building/Module AI: managed to improve AI choice for Starbases => AI will now more often build starbase modules/buildings and will use those buildings better
*Slightly improved ship composition of AI controlled fleets

>>> GRAPHICS

*Juggernaut Graphics reworked (Juggernauts are now bigger, more massive ships)
*New Strikecraft beam lasers
*New Graygoo Weapon Graphics
*Improved scaling of some construction ships

>>> BUG FIXES

*Fixed bug of missing icon for society technology level

_________________________

*updated Tech Tree Pictures
*added new Picture showing the ship classes of ACG (incl new Supercarrier)
*updated ACG mod News + ACG mod Features list + ACG mod Files overwritten list

=> my "How i play ACG mod-playlist" will be updated as soon as possible
=> the compatibility list of mods will be updated occasionally

Uppdatering: 20 jan, 2021 @ 5:01

[save game compatible]

*base physics, engineering and society research technologies (T1-T3 previously) have been extended from 3 each to 10 each leading to T1-T10 base physics, engineering and society technologies, enabling me to reintroduce restrictions for the appearance of late game technologies

*this should fix potential issues where people got late-game technologies too early (leaving them with too expansive technology options to research)


... thx to Bullborn and everybody else who draw my attention on this issue

Uppdatering: 19 dec, 2020 @ 6:09

*some people mentioned that they are having troubles with receiving society repeatable technologies in game. so i just implemented a potential fix for this issue.

... thx to The Handlebar and all other users, who mentioned it, for letting me know about it

Uppdatering: 6 dec, 2020 @ 0:03

*had to remove Crybrxkhan's species names because they would cause issues

... thanks to EndrPhoenix for pointing this out!

Uppdatering: 20 nov, 2020 @ 3:41

*Planetary Diversity compatibility update (included one icon in consistent ACG coloring)

Uppdatering: 19 nov, 2020 @ 9:12

*update for 2.8.1 Stellaris

Uppdatering: 11 nov, 2020 @ 11:03

[save game compatible]

*implemented some AI improvements based on Glavius ideas and Ultimate AI mod but optimized for ACG

Uppdatering: 30 okt, 2020 @ 13:58

[save game compatible]

*implemented some new consistent trait icons for built-in compatibility with Planetary Diversity in order to account for the most recent updates of PD

Uppdatering: 30 okt, 2020 @ 10:57

[new game required]

*updated for Stellaris 2.8.0

*fixed a vanilla graphic bug for necroids that prevented juggernauts from using their XL weapon turrets (this fix was only possible by replacing some graphical assets, i will bring back the other graphical assets once the stellaris devs fixed their bug => meanwhile it's just working fine with the bugfix that i implemented)

*removed fixed coloring for necroids/lithoids => your necroid and lithoid ships/stations will gain the primary color of your empire choice instead of one and the same fixed color everytime no matter which colors you chose for your empire

*added new necroid dreadnought/carrier ships and added reworked necroid juggernaut/titan ships (consistent with other ACG ships)

*removed outdated ship and army namelists of previously included Cybrxkhan Namelist mod (too many files were too outdated and would have caused bugs if i kept them in the mod) ; other namelists like f.e. random namelists, species names etc. from Cybrxkhan mod have been kept in ACG since those are not causing any issues

*improved colossus death explosions

*implemented several other bug fixes for vanilla stellaris

Uppdatering: 21 okt, 2020 @ 23:17

[save game compatible]

*included a second vanilla graphic bug fix