Stellaris

Stellaris

[OBSOLETE] Space Combat Expanded - SCX Core
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Update: Nov 18, 2017 @ 9:26am

2.2.0 - 18 November 2017 - Titan Lances restoration or "couldn't wait for Cherryh so jumped the railgun"
- Nerfed Carrier armour
- Changed Carrier AI to keep them a little further away from the fleet (Battleship line should be less crowded)
- Reduced the number of Carriers AI builds relative to Battleships
- NEW! Added Titan Lances back, this time exclusive to Superdreadnoughts. It comes in 5 colours but all have the exact same stats
- NEW! Added Titan Reactor as a core component to Superdreadnoughts, it's designed to power the Titan Lance
- NEW! Added Titan Spinal Mount technology to unlock both of the above. It requires Zero-Point Power, Superdreadnoughts as well as any one of: Focused Arc Emitters, Tachyon Lances or Giga Cannon
- NEW! Superdreadnoughts now have an Influence maintenance cost! Each deployed Superdreadnought will cost 1 Influence per month, up to 3
- Exceeding the cap of 3 will cause bad things to happen to your infuence and fleet maintenance costs (KKNOWN ISSUE! Sometimes the influence tax won't update immediately if a Superdreadnought is manually disbanded. Don't worry, it will automatically correct itself at start of the next month)
- AI is still set to only maintain 1 Superdreadnought at a time and Federation Fleets cannot produce Superdreadnoughts
- Adjusted Superdreadnought AI slightly so now supers should stay further back and maintain range advantage, Dreadnoughts will also try to get in front of Supers to cover them more reliably

Update: Nov 8, 2017 @ 10:35am

2.1.1 - 08 November 2017 - Minor bugfixes
- FIXED! Carrier Graviton Catapult sections are now actually unlocked by the Dreadnoughts tech, not just claiming to be
- FIXED! Federations will no longer try to fill the federation fleet with Superdreadnoughts and nothing else. Superdreadnoughts no longer have a federation design.
- AI Empires are now limited to only one Superdreadnought which should hopefully prevent them from overspending, neglecting the rest of the fleet and then going bankrupt due to massive maintenance costs. As a consequence, you should see AIs fielding more ships and better balanced compositions than before.

Update: Oct 11, 2017 @ 8:02am

2.1.0 - 11 October 2017 - 1.8.2 compatibility patch
- Updated country_types to 1.8.2
- FIXED! Reverted all capital ships' evasion back to positive values, this should prevent issues with percentage evasion modifiers
- Shifted a portion of Dreadnought health from hull to shields. Shields equipped on dreadnoughts are 75% stronger and regenerate faster
- For consistency with the above change, Superdreadnought shields are now 50% stronger and regenerate proportionally faster
- Reduced the number of Supereadnought AUX slots from 5 to 4
- Fleet Command Network auras no longer consume power. This should give Superdreadnoughts a bit more power to play with
- The Adaptive Shield Frequency aura now affects daily regeneration rate rather than monthly
- Increased Carrier's fleet size to 12 and base hull price to 2000 to make massing Carriers less cost-efficient

Update: Oct 11, 2017 @ 7:46am

*derrrrrrp*

Update: Sep 22, 2017 @ 7:04am

2.0.0 - 22 September 2017 - Čapek compatibility patch
- NEW GAME REQUIRED! Stellaris 1.8 Čapek or higher REQUIRED!
- NEW! Each SCX class now has its own AI behaviour (via combat computers). This should help them perform their intended roles much more reliably
- NEW! SCX classes are now more aware of unit collision and should attempt to spread out more in combat
- The Nova set (Nova Cannon and Nova Reactor) has been removed for now. The game is currently unable to properly handle ship_size-restricted weapons
- To make up for the loss of its main weapon, Dreadnoughts have been given new properties. All their weapons now inherently deal more damage to armour (even if they are not normally armour-piercing)
- Because Strike Craft have received significant buffs and can now be replenished in combat, Carriers have been nerfed slightly. All hangar sections now have 1 less hangar bay and Carrier health has been reduced.
- Superdreadnought has not been changed drastically, but Fleet Command Network auras have been reworked to offer more difficult and situational choices, each with a mix of utility and combat modifiers (let's face it, nobody used the pure utility auras over combat-focused ones)
- All SCX ships have had their base speed and evasion reduced
- Capital Assembly Yards now only reduce build speed by 33%, in line with 1.8 changes to vanilla Aseembly Yards

Update: Sep 22, 2017 @ 7:00am

Initial Upload

Update: Jul 2, 2017 @ 11:10pm

1.2.1 - 03 July 2017 - Sanity maintenance update
- Reverted version number to 1.6.* to stop the launcher from complaining. No meaningful changes.

Update: Jun 15, 2017 @ 6:55am

1.2.0 - 15 June 2017 - 1.7.2 maintenance update
- Updated country_types to 1.7.2
- Tweaked the AI to (hopefully) prevent it from overinvesting into Dreadnoughts
- Added dummy localisation files (unsupported languages should now default to english)

Update: May 13, 2017 @ 11:58am

1.1.4 - 13 May 2017 - Balancing
- FIXED! The AI should (hopefully) not spam so many supers in the lategame
- Reweighted building priorities for all ships
- Instead of applying a slight damage bonus to all ship weapons, Carrier computers now specifically increase Strike Craft damage and fire rate by a meaningful amount
- Increased both the minimum and maximum damage of the Nova Cannon by 500

Update: May 11, 2017 @ 9:19am

1.1.3 - 11 May 2017 - Minor AI update
- Slightly decreased the number of Carriers the AI wants to build
- Once Dreadnoughts become available the AI will build even fewer Carriers in order to save minerals for Dreadnoughts