Stellaris

Stellaris

(-NSC2 Addon: Civilian Ships Weaponized 2-)
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Update: 25 May @ 7:28pm

Update: 25 May @ 7:22pm

Stellaris 4.0 Compatibility & Thumbnail Redesign

- Fixed crash issue with 4.0
- Updated mod to 4.0
- Rewrote code that was now deprecated
- Redesigned thumbnail

Update: 11 Jun, 2023 @ 5:30pm

Frigate Tech Hotfix

- Fixed an issue with the tech not applying to frigates due to a line of code that did not mention frigates at all.
- { corvette frigate crisis_corvette offspring_corvette colonizer sponsored_colonizer lithoid_colonizer constructor science transport }


Station Resource Handling Test

- Tested a new line of code for the civilian stations due to an old comment about resources being lost when station is destroyed
- can_disable = yes
- flip_control_on_disable = yes
- ^^^ DOES NOT WORK - REMOVED IT

Update: 30 Mar, 2023 @ 5:16pm

Civic Compatibility Expansion

- Added code for the Eager Explorers Civic which allows the ships to be designable.
- Will be adding in component support like the normal CSW ships.

Update: 18 Mar, 2023 @ 2:57pm

Rewrite Wipe Notice

- Completely reverted this change. Thank you for your patience—this mod is maintained by a solo developer.

Update: 18 Mar, 2023 @ 2:36pm

Wipe Notice

- Removed everything from the mod. Extensive rewrite planned. Timeline is currently undefined. with continuing support for this mod.

Update: 17 Aug, 2022 @ 3:49pm

Starbase Hotfix and UI Update

- Copied over NSC's starbase code for a hotfix
- Original starbase file is included if anyone wants to poke it
- You should now be able to correctly queue starbase construction from the galactic map and no longer build a starbase on every planet within a system. ;)

Update: 2 Aug, 2022 @ 7:20am

- Should now be able to customize the Bulwark Construction ship accordingly and its name should now display properly instead of the generic BULWARK_BATTLEWRIGHT_SECTION
- Added a line of code that is now generated by default in the base game

# ai_ship_data = { # For determining how many ships the AI wants. Ships it can't recruit (i.e. missing tech prereqs or fails potential_country or possible_country) are pre-filtered out.
# fraction = { } # As standard, base, modifier = { factor }, etc. The AI will want this divided by the total fraction it is able to recruit. Note: it is the fraction of the naval cap, so the final value is divided by size_multiplier
# # Note: if the fraction is > 0, the following lines will not be applied
# min = 1 # Sets a minimum absolute number the country will aim to have
# system_mult/planet_mult = 0.1 # Adds this amount for each system/planet the country owns. I.e. min + ( num planets * planet_mult ) + ( num systems * system_mult )
# max = 5 # Sets a maximum absolute number the country will aim to have. Note that it will still want only the minimum unless you define a system_mult or planet_mult
# }

More Influence Edicts Introduced

- Added in edicts for the more influence

Transport Armor Fix & Influence Tweak

- Fixed line of code re-enabling armor transport upgrades to be visible
- Increased baseline influence gain as part of overall balance.

Update: 22 Apr, 2021 @ 12:27am

Expanded Gestalts Compatibility

- Added compatibility with Expanded Gestalts: Forgotten Queens

Update: 19 Apr, 2021 @ 4:18pm

Station Render Fix

- Updated code so stations now properly render after a PDX update changed defines