Stellaris

Stellaris

Kerbals
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Update: 14 Oct, 2021 @ 7:57pm

bruh

Update: 14 Oct, 2021 @ 7:51pm

1.2.3
removed struts and duct tape and overengineerd civic for a couple reasons
- its sorta outside the scope of the mod
- with the way the civics were intended to work it would be impossible to balance properly as the civics behave vastly differently depending on difficulty and other civics chosen due to the nature of the game.

any game played with the civic already should keep working tho?

Update: 4 Oct, 2021 @ 3:13pm

1.2.2

Capitalisation should be a bit better (hopefully)

civic effect order should make a bit more sense now
this way the actual effects of each civic should be a bit clearer

Update: 1 Oct, 2021 @ 3:45am

1.2.1
jeb is now no longer val

Update: 1 Oct, 2021 @ 3:40am

1.2.0
Kerbals now have loads of different portraits
kerbals now also have gender

Update: 30 Sep, 2021 @ 4:17am

1.1.1
picture :)

Update: 29 Sep, 2021 @ 10:59pm

stellaris wouldnt let me update the mod i have for some reason

1.1.0
struts and duct tape civic now also increses defense platform count.

Kerbin now looks like kerbin
Laythe does not look like laythe but dont even ask
water citys on laythe and kerbin (you know what screw you its a feature)
other planets also look like they do in ksp (yes i know that they shouldn't have poles but i cant get remove them without somthing much worse happening :/)
(you'll need to generate a new galaxy for the effects of this update to take place as planet models are set in world-gen.)
1.0.2
Kerbals are now biological (as they should be)
Kerbals now consume food correctly because i forgot to make them a biological species
(im amazed it didnt throw up an error tbh)
1.0.1
accidentally had wrong desc for in the name of science civic lamo
1.0
Made a thing