Stellaris

Stellaris

40k Age of Indomitus
1-10 van 67 items weergegeven
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Update: 28 sep om 1:39

Updated Thumbnail

Update: 27 sep om 20:09

Patch to fix startup crashing and techs stopping star base and starting ships spawns.

Update: 27 sep om 18:28

Attempt 1 hot fix patch cleaned up tech, weapon, interface, gfx and localisation files.

Previous patch could have been a possible fail to upload entirely

Update: 27 sep om 4:50

As below adjusted strat resources max storage hotfix

Update: 27 sep om 3:39

(Updated for 4.1.3)

- Changed Logis Calculus Vault Building, jobs buffed from 200 to 500

- Added Promethium Silo Building, adds +5000 to country max storage cap for promethium.

- Rewrote the job section of economic categories for current and future jobs so job modifiers will work correctly.

- Renabled Tyranid Hive Capital Building gives flat 100 food production, One per planet, Comes with an event chain that strips and adds more negavite effects to the planet as time goes on roughly 5 years per planet before being turned into a Tomb world. Hopefully encouraging aggressive game play but may need larger buffs to make up for it later on. You will start with this building along side your normal hive mind Capital IT CAN BE DECONSTRUCTED.)

- Added Gravaton Pulsar XL weapon (Imperial)

- Added Conversion Beamer XL Weapon (Imperial)

- Added Particle Whip XL Weapon (Necron)

- Added Arc Lighting XL Weapon (Necron)

- Added Heat Cannon S,M,L Weapon I-V (Necron)

- Fixed/scaled up planet class sky images ( Matched Res, quality is OK but questionable)

- Added Conversion beam tech T5 (Imperial)

- Added Gravaton Pulsar tech T5 (Imperial)

- Added Heat Cannon tech T1-5 (Necrons)

- Added Particle Whip tech T5 (Necrons)

- Added Arc Lighting tech T5 (Necrons)

- Integrated Angels Sanguine by Ashes into AOI ( This will serve as the foundation for more portraits in the future for the entire mod)

- Adjusted and fixed Servo Skull tech, Logis produces +15%, Physicists produces +10%

- Bound Logis Economic category to its job

- Removed Penal project tech served no purpose

- Updated DESC for Macrocannons I-V

- Updated DESC for Lance Batteries

- Updated DESC for Nova Cannon I-III

- Updated Brewboy Job amenities add + 200 (Orks)

VERSION 1.3.13

Update: 30 aug om 5:15

(Changed departmento munitorum district modifier)

(Changed the Cellarion buildings Planet modifier)

(Fixed job tooltip/descriptions for every single job within the mod from showing incorrect usage and output cheers Paradox)

("Added" Logis job that creates Alloys and military goods.)

(Added Logis Calculus Vault building With 200 workforce of Logis Job (Imperial))

(Buffed Servitor Prduction, energy = 3 minerals = 3 from energy = 2 minerals = 2))

(Buffed enginseers, they now produce 4 energry and 1 electronics and upkeep is now 3 promethium.)

(Added Imperial Crusade War goal Imperial Only, the same as wipe them out)

(Added border friction casus belli)

(Added defensive war goals for both border friction and there is only war, for defenders named the same but with defense at the end.)

(Added there is only war casus belli)

(Added border friction war goal works the same as conquest war goal (different slightly to conquest will label later)

(Added There Is Only War, war goal (The same as wipe them out, without needing crisis paths for everyone but Imperial)

(Added option to remove regiment flags entirely within the assignment menu.)

(Removed Limit for spiritualist on Stagnated Imperial auth)

(Added icon for sisters of battle squad)

(Added Icons for Specialist Guard Regiments)

(Fixed an issue with deposits on Terra blocking all district building)

NOTE: The above war goals currently do not have icons but should still function. I'll run this as a little test, they should be fine.

VERSION 1.3.12

Update: 16 aug om 22:26

Before unfinished shit i forgot about ( Previous hot fix patch.)

VERSION 1.3.11

Update: 16 aug om 22:25

Update: 31 jul om 22:45

(Hot fix for Interface GXF Event icons missing, overwrote vanilla interface event file whoops.)

Update: 29 jul om 2:27

(Added decision for selecting guard regiment dedicated worlds/Specialist Troops) EVERYONE WAS ASKING FOR THIS

Note: This decision will delete any other of the regiment flags locking you too only one flag per planet. But can be swapped out for others using the same decision.

(Necrons start with 12 Living Metal Production, that way they can actually use the obelisks they start the game being able to build(only 2 of them though)

(Fixed Necron Buildings that provide Researchers or buffs Researchers, now provides appropriate new jobs and new job buffs)

(Fixed researcher jobs on Imperium Deposits, now provides 130 of each of the new Research jobs)

(Fixed Imperium deposit duplication on game start) Issue was only within multiplayer.

(Fixed Tau start custom system initializer, now you start with food, mining and energy districts)

VERSION 1.3.11