Stellaris

Stellaris

Guilli's Ship Components (no longer updated)
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Update: Nov 5, 2016 @ 4:50am

Update 5-11-2016


Changes:

Complete naming overhall of the following modules:

  • Crystal Armor
  • Shields
  • Crystallis-tissues
  • crystallis-targetting matrix
  • armor plating
  • hangar bays
This to make them more unique in name and feel less boring.

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  • Ship crews are now cheaper in mineral cost.
  • Early Psionic Thrusters shield bonus reduced. Now provides 50/100/250/500 shield bonus instead of 200/300/400/500. This to balance early game a bit.
  • Ship crew stats lowered slightly to 4/8/12% (from 5/10/15%)
  • phase-shields/Psionic barriers/force-fields balance pass; lowered shield values, especially the high tier ones. Crystalline shields are base, psionic shields have 20% less shield hp but 20% more regen. Hardened shields have 20% more shield hp but 20% less regen. Regen values normalised across size.
  • Removed reactor damage bonus as we have new weapon tiers now.
  • Modules and weapons should now be nearly ordered under their vanilla counterparts! No more scrolling up and down so much!

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New stuff:
  • 3 new physics technologies to help you speed up physics tech research. As my mod adds MANY new techs for each component it was starting to slow down overall progression a lot.
  • 3 new Engieering technologies to help you speed up Engineering tech research.
  • 2 new Lasers: Positron and Anti-Matter
  • 2 new Plasma cannons: Phased-Plasma and Chrono-Plasma
  • 2 new Energy Lances: Tetryon and Polaron
  • 2 new Disruptors: Resonant and Muon
  • 2 new Disintegrators: Improved and Matter-Energy
  • 2 new Arc Emitters: Vexed and Concerted
  • 2 new Cloud Lightning: Resonating and Luminous

  • 2 new Missiles: Isokinetic and Chroniton
  • 2 new Swarm Missiles: Typhoon and Hurricane
  • 2 new Torpedoes: Cobalt and Tricobalt
  • 2 new Energy Torpedoes: Anti-Proton and Quantum

  • 2 new Railguns: Tri-Gaus and XV-88
  • 2 new Kinetic Guns: Kinetic Cannon and Kinetic Howitzer
  • 2 new Autocannons: Thunder and Thor
  • 2 new Mass Accelerators: Ultra Cannon and Omega Cannon

  • 2 new Point Defense: Mercy and Emperor
  • 2 new Flak: Flak Array and Flak Barrier

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Update: Oct 27, 2016 @ 2:51am

Update 27-10-2016

    Changes:
  • Updated to 1.3.1 of the game.
  • Ship crew modules stats lowered a bit
  • Crystallis-Laced Targetting Matrix damage bonus lowered a bit
  • Crystal-Laced Targetting Matrix power use increased a fair bit. This to balence stacking.
  • Science ship deep space science labs stats changed to be in line with other science labs. Start with less bonuses and gain more with better ranked labs.
  • Fixed a bug where Deep space science labs anomaly fail chance wasnt working properly
  • Crystal infused tissue hull regen increased to 5/10/20/35/50%
  • Crystallis armor plating now has a very small bonus to ship hull regen as well.
  • Crystal Forged Plating aux module now gives +10/20/30/40/50% to ship hull health.

  • New: Science ship Advanced Ship section; 2 Small, 2 Medium and 4 Auxillary slots! Unique new Tech to unlock. Has different ship model. (This model might change to a more neutral one in the future. )
  • New: Alternative Auxillary ship sections for corvettes, destroyers, cruisers and battleships. Unlocks by Reasearching Tier 2-6 Space ports + Ship section techs for each ship type. They trade in 2 medium slot for an aux slot or a large for two aux slots. Destroyers trade in 2 small slots for 2 aux slots.
  • New: Ship Hangar bays 1-5; aux module that increases strike craft attack damage and flight speed! Research starts after researching strike craft 1 tech

Update: Oct 23, 2016 @ 2:02am

Update 21-10-2016

    Changes:
  • Crystallis Armor values reduced to be in line with basegame armour and the new armour calculations. (with old values you could cap 90% reduction with just 3 modules.
  • Slightly reduced tech costs to be in line with new vanilla values
  • Added more AI weights to aux modules.
  • Crystal Forged Plating aux module now gives +10/25/50/75/100% to ship hull health.

  • Crystal-Laced Targeting Matrix is now a Offensive aux module:
  • Crystal-Laced Targeting Matrix now gives +1/2/3/4/5 hit chance as well as tracking
  • Crystal-Laced Targeting Matrix now gices a +5/10/15/20/25% damage bonus instead of attack speed bonus.

  • Ship crews are now a more general aux moduel, they no longer provice a damage bonus.
  • Ship crews AI weights adjusted so AI doesnt prefer them over the other aux modules.
  • Ship crews now also prove a base combat speed bonus.
  • Ship crews now all have increased base speed/combatspeed/hull bonus/shield bonus/armour bonus stats.

  • Each type of ship crew also has a unique bonus ontop of the above bonuses. (Mostly like before):.
  • Robot/droid/synth crews: +Evasion chance
  • Psionic crews: +Sensor range
  • Clone crews: -Ship upkeep cost
  • Purifier crews: +damage
  • Alien crews: -warp windwown (faster recovery after jumps)
  • Civilian crews: +repair speed
  • Volunteer crews: +warp/wormhole range chance
  • Slave crews: +attack speed

  • Armoured thrusters and psionic thrusters have had their armour and shield bonuses slightly reduced.
  • Crystallis Reactors now all provide a small base weapon damage bonus. This should help balance the high defensive module increases late game.
  • Improved localisation; ship crew pre-techs should now correctly state that they unlock actual clone crew technologies. (pre-tech -> crew tech -> crew module)

    Fixes:
  • Fixed and adjusted wrong hull regen values on crystallis-infused tissue, now regens 5/10/15/20/25%.

Update: Oct 20, 2016 @ 6:43am

V.1.3 Heinlein

Update 20-10-2016

    Made Compatible with Version 1.3 of the game This is a compatibility patch. No new additions yet. This update breaks your 1.2 savegame (as does the game official 1.3 patch duo to the many changes to ship layouts/module slots. Changes:
  • Thruster pre-required Techs moved down a tier. (Armored/Psionic Thruster I now recuires Thrusters I (base) etc.
  • Crystal Forged Plating now uses the AUX slot.
  • Crystal forged plating now provides a % hp bonus instead of a flat amount: Rank II = 20%, II=30%, IV=40%, V=50%
  • Crystal Infused Tissue now uses the AUX slot.
  • Crystallis Infused Tissue hull regeneration increased from 7/9/11/13/15% per month to 10/15/20/25/30% per month.
  • Crystal Targeting Matrix now uses the AUX slot.
  • Crystal Targeting Matrix now provides a tracking bonus instead of a hit bonus: I = +1 tracking, II= +2, II = +3, IV= +4, V= +5
  • Crystallis Targeting Matrix attack speed bonus increased from 2/3/4/5/6% to 10/15/20/25/30%
  • Ship Crews now use the AUX slot
  • Shields have their health bonus reduced slightly to be in line with the new shield hp values of the 1.3 patch. Around 10%~ reduction.
  • Armoured and Psionic Thrusters I-IV now provide a 0/3/6/9 evasion bonus instead of dodge chance
  • Armoured and Psionic thrusters I-IV now also provide a combat speed bonus that matches their normal speed bonus.
  • Crystallis Sensors V-X now prodive a 10/11/12/13/14/15 tracking bonus instead of hit chance bonus.
  • Fallen Empire and crisis ships no longer have my custom modules for the time being. This to make sure compatibility is maintained. This is also done until I have a good understanding of the new balance, especially with the Fallen Empire Awakening events. Should crisis appear very weak I will include my modules to beef them up.

Update: Aug 27, 2016 @ 1:57am

Update 17-07-2016

    Updated to match version 1.2.5 of the game. Changes:
  • Armored thrusters now give a small boost to ship speed instead of a reduction.

Update: Aug 9, 2016 @ 11:32pm

Updated to game version 1.2.4

Update: Aug 4, 2016 @ 7:59am

Updated to support version 1.2.3 of the game and the first DLC pack.

Update: Jul 18, 2016 @ 11:19pm

Small update;

    Changes:
  • Lowered energy cost of Crystallis targeting matrix
  • I forgot to take out an experimental technology to increase planet building speed (crystallis growth something). For now I'll just keep it in. The reasoning behind the tech originally (and for personal use) was to simulate advanced 3d printing techneques and self growing/repairing materials. This would lead to a vastly decrease in building times. I lowered to construction speed from 15% each tech to 10% each tech. If people don't like the tech I might remove it in a future update, let me know.

    Fixes
  • I noticed I forgot to include the crystallis armor in the workshop and thumbnail pictures. I added them in and upped the count from 77 new modules to 82 new modules. Armor was never removed, I just forgot to take new screenshots of them.

Update: Jul 17, 2016 @ 3:26am

Small update to fix a typo;
"Fanatic Xenophobe is misspelled throughout in crystalexpansion_tech_shield.txt (ethic_fanatic_xenphobe). " - fixed

Update: Jul 17, 2016 @ 2:17am

Update 17-07-2016

    New modules and techs:
  • 6 New 'Psionic' Shields (spiritualists only): Slightly more regen but slightly less shield hp
  • 6 New 'Hardened' Shields (Militarist/collectivist/xenophobe only): Slightly more shield hp but slightly less shield regen
  • 15 new ship crews; 3 for each different ethos to provide options.
  • I couldn't make ship crews totally unique because the AI refused to use most of them. Until we are given methods to tell the AI to use modules more often this will have to do.

    Changes:
  • Changed Crystal-Lenzing Shield Array 1-6 and the newly added shields to provide shield regen daily instead of monthly so hull plating isnt always a better choice.
  • All crystalline entities now have a chance to drop wrecks with Crystalline hull plating technology. This is no longer exclusive to elites. The downside (can't prevent this) is that these entities are now a bit more powerful.
  • The last two tiers (IX and X) of Crystallis Reactors now provide a 1%/2%/4% - 2%/4%/8% damage bonus.
  • Ship crews have had hp and damage stats lowered.
  • Ship crews now also provide an armour % bonus and a fire rate bonus.
  • Ship crews now have pre-requirement techs. This was done to properly link crews with ethos choices.
  • Small tweaks to preatorian ship layouts so they arent as overpowering with the buffs they got in the last game patch.
  • Slighly buffed hit chance and attack rate on Crystal-Laced Targeting Matrix modules

    Fixes
  • Fixed Hull regen tissue I icon
  • Fixed clone crew 1-2 and psionic crew 1-2 mineral cost. I accidentally left those at the cost of the tier 3 crews
  • Fixed the new sensors station version so they work on stations
  • Fixed some localisation typos