Stellaris

Stellaris

Aggressive Crisis Engine
Showing 81-90 of 92 entries
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Update: 16 Nov, 2020 @ 10:06pm

- Fixed L-Cluster being a safe space.

Update: 16 Nov, 2020 @ 4:08pm

- Fixed[github.com] an issue with ACEMOD crisis country_types overwrites being overwritten by some mods even when ACEMOD was at the bottom of load order, resulting in active vanilla crisis AI instead of ACEMOD AI.

Note to self: never enough zzzzzzzz in a filename.

Thank you Shad0wlife for spotting this!

Update: 9 Nov, 2020 @ 8:44pm

- Added menu option for crisis colossi[i.imgur.com]. Work in Progress. ETA: Soon™.

Update: 7 Nov, 2020 @ 8:09pm

- Constructor reinforcements fixed + menu options. Will work on new games. For ongoing games please apply on crisis countries: set_country_flag = acemod_constructor_reinforcements (this includes vanilla crises).

Update: 5 Nov, 2020 @ 5:04pm

- Updated bombardment stances for 2.8, backwards compatible with previous Stellaris patches.

Update: 2 Nov, 2020 @ 10:30pm

- Support for Dynamic Mod Menu by mario0244.

Update: 2 Nov, 2020 @ 8:55pm

- Support for Mod Menu by had.

Update: 29 Oct, 2020 @ 3:39pm

Marking as 2.8 compatible. No material changes.

Update: 28 Oct, 2020 @ 9:36pm

Pumped up tech choice weights for AI, those were rookie numbers. Thanks to salvor (Starnet AI) for the suggestion.

Update: 26 Oct, 2020 @ 5:56pm

Fixed anit-nanite tech being drawn when L-Gates are still closed.