Stellaris

Stellaris

Guilli's Ship Components (no longer updated)
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Opdatering: 1. juli 2016 kl. 4:48

-Updated to match new game version 1.2.1
-Also included an attempt to fix a localisation issue

Opdatering: 27. juni 2016 kl. 9:13

- reverted some module changes to a certain crisis ships, they were too strong

Opdatering: 27. juni 2016 kl. 7:45

Update 27-06-2016

    Made Compatible with Version 1.2 of the game New modules and techs:
  • 4 new Armoured Thrusters, -movement speed, +armour.
  • 4 new Psionic Thrusters, +movement speed, +shield hp.
  • 6 new ship sensors, +sensor range, +ship weapon range (ship sensors only for now, cant get station ones to work)
  • 2 new Psionic crew levels
  • 2 new Clone crew levels

    Changes:
  • Deep Space Science Labs II and III require Physics Labs I and II as tech pre-requirements.
  • Fallen Empires and Crisis max tech level from wrecks reduced to 6.
  • Rare techs from this mod (shield, armor, hull hp, reactors) have had their rarity increased. They were a bit too common in the tech list.
  • All ship crew modules now have their own techs.
  • Droid crew now requires robotic crew as tech pre-requirement.
  • Synthetic crew now requires droud crew as tech pre-requirement.
  • Crystal-Laced Targeting Matrix I - V techs are no longer rare and easier to obtain.
  • Reduced the hit bonus on Crystal-Laced Targeting Matrix to prevent early capping of hit chance.
  • Doubled the damage bonus on ship crew modules. This as a temporary measure until new weapon module levels are added. This should stop late game ships from being near invulnerable with level X modules.
  • increased the sensor bonus from psionic crew to 100%
  • Crystal-Forged plating hull hp has been lowered to be in-line with the new base plating values
  • Crystal-Lenzing Shield Array shield hp slightly reduced to balance with new forge-plating values
  • New Crystallis Reactor icons
  • New Crystallis Reactor names + descriptions
  • New Crystalline Armor icons
  • Improved Crystalline shield icons
  • Improved Crystalline Forged Plating Icons
  • Ship crew, Armor and Psi engines cannot be salvaged from wrecks
  • Tier 10 modules and tier 5 Crystalline-plating/regeneration tissue cannot be salvaged from wrecks
  • Improved psionic and clone crew names/descriptions

    Fixes
  • Fixed UI issues in ship builder by separating modifiers into modifier and ship_modifier sections. Most stats should now show/add up in the ship builder.
  • Above change also fixes weapon damage modifier so it actually works now, oops!
  • AI will now use ship crews a lot more.
  • AI will now use and actively research Deep Space Science Labs.
  • AI will favour new thrusters over vanilla ones if they're better.
  • Increased the chance AI will research new module techs above other techs. This should increase their competence against the player.

Opdatering: 12. juni 2016 kl. 11:12

Forgot russian localisation file

Opdatering: 12. juni 2016 kl. 11:07

Update 12-06-2016

  • NEW CREWS: clone crew and psionics crew. Clone crews have a upkeep reduction for ships instead of speed increase. Psionics crews have a sensor bonus instead of speed increase.
  • Balance changes:
  • Ship crew cost reduces a bit. Scip crew bonuses cut in half. They are spamable on ships but at the time it's not possible to make dedicated crew slots without overwriting a few base game files, which I don't want to do. There will be one or two more default crews in the future.
  • redid mineral cost of most modules in this mod so they follow a their vanilla costs more. This means, in general, cheaper ships across the board when using these modules.
  • Since forge plating is REALLY good I have left the +hull stats alone. Instead I have buffed shield modules +hp a lot. More specifically, the shield bonus doesnt scale linearly anymore. Higher rank shields now give more shield hp.
  • Hull regeneration tissues hull regen has been reduced a fair bit. This to avoid ships that regen hull faster than they get damage since this mod doesnt offer new weapons ranks (yet).
  • Shield regen values have been normalized as well. They now follow their vanilla ranks. This means shield regen in combat (combined with shield capacitor) is a fair bit lower. Again to avoid near-invulnerable ships.
  • Changed max ranks of modules that fallen empires have to 6. This to avoid cheezy tactic of killing a few small ships of theirs during a war and getting rank 10 modules from the wrecks.
  • Buffed fallen empire ship layout a bit to compensate.
  • Severely buffed crisis ship modulelayouts. Good luck. Hahahahaha.
  • New unique icons for Crystal-Lenzing Shield Array VI - X
  • New unique icons for Crystal-Laced Targeting Matrix I - V

Opdatering: 3. juni 2016 kl. 23:07

forgot to clean photoshop files again

Opdatering: 3. juni 2016 kl. 23:06

Update 04-06-2016

  • Fixed several typos
  • Slightly increased the survey bonus from Deep Space Science Labs
  • Made AI more likely to research new modules techs
  • Crisis Ships and Fallen Empires should now use a combination of some of this mod's modules. This also means you can research these from their wrecks! Just a warning; they are a lot harder to beat now.
  • English localisation for all other language versions of the game. This stops those versions from displaying empty Strings (like "ARMOR_10" instead of "Crystal-Forged Plating X")
  • New LARGE ship modules: Ship crews. Very expensive (250/500/1000 crystals) but provide very good bonuses. Types are themed on AI: Robotic Crew, Droid Crew and Synthetic Crew. No Small or medium crews because balancing made this impossible. They were either too weak and useless or the large ones ended up too strong. Once the developers add the ability to make new and unique ship slots for modules I can add a crew slot on every ship and expand on crews and mechanics.

Opdatering: 1. juni 2016 kl. 8:49

Update 01-06-2016

  • Made compatible with official 1.1 patch of the game.
  • Changed how the Crystal-Laced Targeting Matrix works; now it adds a flat accuracy for every size per rank to not make small ones useless. But it also adds a scaling attack speed multiplier based on size. For example: Rank I: small +2acc and +1% attack speed, MEDIUM: +2acc and +2% attack speed, LARGE +2acc and +4% attack speed. I also had to use whole numbers because the ui rounds them down/up :(
  • Increased the energy bonus you get from Crystallis Zero-Point Reactors a bit. This to counter some of the higher energy requirements of the other modules high ranks.
  • Deep Space Science Lab techs should appear a bit more frequently as exploring is a very early game thing.

Opdatering: 30. maj 2016 kl. 22:12

Update 31-05-2016

  • Fixed targeting module not properly applying accuracy bonus
  • Above fix allowed me to get proper science lab bonuses working. Science labs now also apply a survey speed bonus and anomaly fail chance reducation bonus!

Opdatering: 30. maj 2016 kl. 0:45

Update 30-05-2016

  • Changed crystal-laced targeting matrix values. slightly lowered how much it scales with next ranks and fixed a scaling bug.
  • New module! Science ship laboratories I-V. Adds shield hp and shield regen boosts (up to +200%!) as well as slightly increase chance of discovering an anomaly.
  • Gone over all icons and improved them.