Stellaris

Stellaris

Guilli's Ship Components (no longer updated)
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Opdatering: 19. maj 2018 kl. 23:13

CHANGES:
  • Added compatibility for Advanced Ship Behaviour Modules mod

FIXES:
  • Fixed bug that prevented you from researching weapons techs if you had the NSC mod and NSC compatibility patch.
  • Fixed weird bug with missile/torpedo speed and never hitting the target as a result of that.

Opdatering: 29. apr. 2018 kl. 10:21

NEW:
  • Added tier 2 and tier 3 Titan and Ion cannon perdition beams.

CHANGES:
  • Updated weapon stats to match 2.0.4 values.
  • Updated strike craft speeds (increased to match base game speeds).
  • Buffed tier 4 & 5 strike craft health, armour and shield stats a little.
  • Hangar modules are no longer restricted to specific ship classes.
  • Defensive Platforms, stations and fortresses now have their own series of reactors. They should now have enough power.
  • Significantly adjusted defensive station and fortress utility layouts. Sorry guys and girls, they were too powerfull.
  • Slighly nerfed defensive station and fortress base health
  • Ship hangars slightly changed; nerfed the damage bonus and replace the attack speed bonus for strike craft with a flight speed bonus.
  • Ship designer will now correctly display all components according to tiers and group them up
  • Vanilla components will now correctly auto-upgrade to mod components. This should help out starbases, the AI and the ship auto-designer.
  • Tweaked some ship crew stats.

FIXES:
  • Fixed wrong synthetic shield tech icons
  • Fixed tier 4 & 5 flak cannons appearing as tier 3 & 4 flak cannons respectivly
  • Fixed wrong shield damage on tier 4 & 5 auto cannons
  • Fixed particle bugs

Opdatering: 20. mar. 2018 kl. 7:00

Added Defensive Stations and Fortresses:
* Defensive Stations require 2 starbase slots and the starbase 3 tech and a starbase level 3 or higher
* Defensive Fortresses require 4 starbase slots and the starbase 5 tech and a starbase level 5

Fallen empire ships and stations now have limited tier components and weapons from this mod.
Fallen empire titans have one higher tier components and weapons
Fallen empire colossus have the highest tier components and weapons

Opdatering: 19. mar. 2018 kl. 8:41

Fixed localisation error

Opdatering: 15. mar. 2018 kl. 14:27

Several fixes and improvements.
- Two new ship crews: experienced and elite crews
- Nerfed clone crew regen bonuses a littlebit
- Fixed several bugs with crew tech requirements
- Fixed bug with wrong stats on energy torpedo 3 & 4
- Removed absolete stuff from science ships since they no longer have lab modules.

Opdatering: 8. mar. 2018 kl. 1:25

Initial Upload

Opdatering: 7. mar. 2018 kl. 8:17

Changelog:

NEW:
  • Updated to version 2.0 of the game.
  • Renamed the mod to Guilli's Ship Components.

CHANGES:
  • Ship Crew now have a dedicated ship crew slot. Vanilla ship classes only for now.
  • Rebalanced everything with 2.0 to follow the 2.0 stat scaling.
  • Reactors tied to ship classes so they are easier to balance (just like in the base game).
  • Removed cloud lightning space creature tier 2 & 3 weapons for the time being.
  • Overhauled most of the stats. They should feel a bit more balanced now.
  • Techs are no longer tied to time (removed the minimum time passed before the next tier shows up). Instead:
  • The component and weapon techs have much more varied requirements (mostly ship class, ship hull bonus techs and starbase techs). This will spread out the techs and make them feel more natural.
  • The techs are also spread out far more evenly on all tech tiers. Meaning you shouldnt get a lot of weapon techs one after the other.
  • You no longer need a science nexus to get tier 10 techs. Instead tier 10 (the final) techs have a lower chance of spawning. A science nexus will greatly increase the spawn chance of these techs.
  • Several of the component techs will also provide a bonus to starbase damage/stats and defensive station hull. This to help keep them relevant in the late game.
  • Cleaned up all of the techs so they hide/show proper component names and stats. Or are otherwise much more user friendly.

FIXES:


known issues
  • There is no higher tier titan weapon yet. So instead, the titan reactor will provide the titan with an increase in weapons damage up to 100% for tier 10 reactor. This to not make the titan absolete.
  • Other language localisation is incomplete. Please be patient, I'm in the process of renaming/rewriting a lot of the components. Once thats done all translations will need to be done again.

Opdatering: 9. dec. 2017 kl. 3:05

Initial Upload

Opdatering: 9. okt. 2017 kl. 0:57

Changelog:

NEW:
  • Non-weapon component techs now give a very small ship stat boost when researched. This is done so component techs never feel useless.

CHANGES:
  • Tier 5+ techs have their minimum galaxy wait time reduced by 20 years. Meaning these techs should show up a bit earlier for empires that like to focus on teching up.
  • Slightly increased hull regeneration from high tier hull tissues.
  • Tweaked fighter and bomber flight speed/range a bit so they have more chances to fire
  • Ship hanger components no longer provide a speed bonus to strike craft, this was causing too many issues when stacked.
  • Ship hanger components now provide strike craft with a attack speed bonus ontop of the damage bonus. The damage bonus was reduced a bit to compensate though. These changes should prevent strike craft from bugging out when they have a lot of flight speed bonuses stacked from other sources.

FIXES:
  • Fixed an issue with component tech descriptions
  • Fixed an issue with hive-minds not unlocking ship crew module
  • Fixed an issue with machine empires not having drone crew
  • Fixed some weigth issues with AI choosing components
  • Fixed various other bugs


known issues
  • Not happy with ship crew components, they might go away at a future major update.

Opdatering: 24. sep. 2017 kl. 23:57

Updated
* Added the global flag "has_crystallis_component_mod" on game start