Stellaris

Stellaris

Ancient Cache of Technologies: Extra Defines and Changes
Showing 31-40 of 42 entries
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Update: Jun 5, 2021 @ 8:28am

- Now with a more reasonable fleetpower calc.

- GWRR GURAAA

Update: Jun 5, 2021 @ 7:44am

Update: Jun 3, 2021 @ 9:49pm

- Reworked Fleet Power Calculations so that smaller ships have higher FP and bigger ships have lower FP than before. (So there shouldn't be massive gaps anymore)

Update: May 7, 2021 @ 6:02am

- Now has a global flag added for mod activation "acot_defines_activated"

- Awoughhh.

Update: Apr 17, 2021 @ 12:08pm

- Marauder Raiding Fleets will now flee if they lose too many ships rather than having too low fleet power.

- Military Power weight increased to 5.0 from 2.0 when calculating Relative Power.

- All Hyperlanes should no longer be visible at start now.

Update: Apr 17, 2021 @ 3:15am

Update: Dec 17, 2020 @ 10:24pm

- Evasion Cap has been reduced back to 90 due to it fucking up with Fleet Power Calculation too much.

Update: Nov 18, 2020 @ 6:07am

Update: Nov 18, 2020 @ 5:06am

- Fixes Localisation Problems.

Update: Nov 16, 2020 @ 4:08pm

- Changes Hull Point Repeatables to Military/Special Ship Hull Repeatables .

- Buffs Defense Station Repeatables to also affect starbases.

- Increase Naval Cap and Fleet Command Limit Numbers for each repeatables.

- Tell Us, Martellus.