Stellaris
((( NSC3 - Season 1 )))
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Aktualizacja: 10 lutego 2019 o godz. 17:44

February 10, 2019 - Season 3, Episode 1: Expanded Horizons
Update 2 - Mod Version 3.1.1 - New Save Game is Not Required
  • We have discovered that the Experience modifiers in Stellaris are broken, so we have rewritten the Crew Training Doctrines. The changes to each doctrine are below.
  • Naval Academy Training: -20% naval capacity, +10% disengagement chance, +5% weapon accuracy, +5% weapon tracking, +5% evasion
  • Rapid Training: +20% naval capacity, +10% piracy suppression, -10% disengagement chance, -5% weapon accuracy, -5% weapon tracking, -5% evasion
  • Artificial Intelligence Crews: +30% naval capacity, +10% ship speed, +10% evasion, -20% piracy suppression, -20% disengagement chance, -10% evasion
  • Slightly increased the power output for all NSC2 reactors.
  • The Matter-Energy Manipulation ascension perk now requires two other APs and the Mega Engineering tech before it becomes available.
  • Adjusted the placement coding for all NSC2 megastructures to make more sense.
  • Added coding so that building a NSC2 mega does not stop you from building another mega at the same time.
  • Added Diagnostician jobs to the Galaxy General Hospital.
  • Fixed a bug where the "Apocalypse Now?" tech was appearing when it shouldn't have been.
  • Fixed the Matter-Energy Manipulation ascension perk missing icon.
  • Changed the Kitchen Sink to boost Piracy Suppression, since the experience modifier wasn't actually working... we'll just sit here and eat popcorn while all of you try to figure out how a sink can suppress piracy :)
  • Fixed a bug in the NSC2 Human Namelist that caused it to not generate ruler names.
  • Renamed all NSC2 name lists so that they appear at the top of the list in the empire editor.
  • Added NSC2 compatible Hive and Machine name lists.

Aktualizacja: 3 lutego 2019 o godz. 16:05

February 3, 2019 - Season 3, Episode 1: Expanded Horizons
Update 1 - Mod Version 3.1.0 - New Save Game is Not Required
  • NEW MEGASTRUCTURE: Galactic Mall - The galaxy's largest consumer mall and shopping center, capable of producing an impressive amount of consumer goods. Uses a new model!
  • NEW MEGASTRUCTURE: Galaxy General Hospital - A massive hospital dedicated to the study of the various xenoraces in the galaxy and the analysis and treatment of the various diseases that affect these species. Uses a new model!
  • NEW MEGASTRUCTURE: Strategic Resource Factory - A massive industrial complex that can produce most of the galaxy's strategic resources at great cost of minerals and energy. Uses a new model!
  • NEW ASCENSION PERK: Matter-Energy Manipulation - This perk is required to unlock the Strategic Resource Factory.
  • NEW TECHNOLOGY: Galactic Mall - Unlocks the Galactic Mall megastructure.
  • NEW TECHNOLOGY: Galaxy General Hospital - Unlocks the Galaxy General Hospital megastructure.
  • NEW STARBASE MODULE: Orbital Housing - Allows you to add civilian population housing to your starbase.
  • NEW FEATURE: Fleet Doctrines - This is a set of 5 policies that allow the player to choose how they will focus the development, construction, and operation of their empire fleet.
  • NEW SPECIAL SLOT MODULE: MARS Weapon System - An advanced point-defense weapon system that provides bonuses to weapon tracking and range at the cost of rate of fire.
  • Added extra starting sensor range to Corvettes to allow them to act as scout ships that the player can send to new systems ahead of their valuable science ships.
  • Added a new section to Corvettes that can equip a PD weapon and missile weapon.
  • Added new section options to the Battlecruiser to make it more versatile and useful.
  • Added a special jump drive to the Flagship that has massive range and significant bonuses over the vanilla jump drives.
  • Added a second tier of the Strike Cruiser aura with larger effects. This unlocks automatically upon researching the Fleet Support Ship tech.
  • Changed the Drydock to a starbase building so it's limited to one per starbase, but the player can build as many as they want across their empire. The shipyard bonus was reduced from 8 to 5.
  • Removed the Titan from the list of auto-generated designs to prevent the game crash bug with the middle sections. Players must now manually create a Titan design once they research the ship.
  • Added a single PD slot on each of the three Spitfire Battleship sections, to help counter Torpedo/Missile corvettes.
  • Added three new sections for the Cruiser that have PD slots, one for each bow, mid, and stern.
  • Fixed some minor flaws with the Deflector Array special slot icon.
  • Updated Megastructure code to match new syntax in 2.2.3.
  • Adjusted the costs of all NSC2 techs to match the new vanilla costs.
  • Dramatically increased the tech costs of NSC2 reactors.
  • Fixed the Flagship and T weapon for the Obliterator Cannon to be an Artillery type weapon as it had no ai_tag for the targeting system.
  • Fixed Dark Matter Thrusters to follow the vanilla speed modifier.
  • Increased the cost of the Spitfire Battleship sections for balance purposes.
  • Added the NSC2 logo & version number to the main menu screen to assist us with troubleshooting when Steam does not update the mod properly. (It's not going away, so don't bother complaining about it.)
  • Updated the NSC2 loading screens to credit our Beta Test team, add a few people to the Special Thanks screen, and a minor graphical update to the Holy Flagship screen.
  • Many other minor bugfixes, tweaks, and balancing changes.

Aktualizacja: 18 stycznia 2019 o godz. 20:04

January 18, 2019 - Season 2, Finale: The Le Guin Update (Update 8 - Mod Version 2.5.8)
  • Updated the mod code for Stellaris the 2.2.4 beta branch (The mod will also work fine for those staying on 2.2.3)

Aktualizacja: 17 stycznia 2019 o godz. 11:57

January 17, 2019 - Season 2, Finale: The Le Guin Update (Update 7 - Mod Version 2.5.7)
  • Fixed a typo in our files that was causing the AI to not build any ships above Cruiser level. IMPORTANT NOTE: This has most likely been a bug since the original January 1 update. With this fix, your save games are going to change drastically, because you've all got AI empires with a shitload of money and now they have something to spend it on. Get ready for a ride LOL.

Aktualizacja: 12 stycznia 2019 o godz. 17:00

Uploaded a quick fix to the NSC2 country types file where the AI was allowed to build too many science ships.

Aktualizacja: 1 stycznia 2019 o godz. 10:41

January 1, 2019 - Season 2, Finale: The Le Guin Update (Update 6 - Mod Version 2.5.6)
  • Fixed a missing Bracket on the XL-Cannon Reactor file
  • Made the Reactor for the Obliterator Cannon have no tech requirement to fix the error with the design at the start of the game
  • Added several dummy locators to all the section entities to clear up the error log spam of missing locators. Note: This only applies to the NSC2 asset files, any ship set files that support NSC will have errors as well.
  • Cleaned up the namelist of android armies as they no longer exist.
  • Fixed minor typo in the Tech localizations

Aktualizacja: 20 grudnia 2018 o godz. 14:39

December 20, 2018 - Season 2, Finale: The Le Guin Update (Update 5 - Mod Version 2.5.5)
  • Mod code updated for Stellaris 2.2.2.
  • Fixed a major bug where the AI wouldn't build ships.
  • Increased the Strike Cruiser default evasion from 10% to 20%.
  • Fixed a few other minor bugs.

Aktualizacja: 16 grudnia 2018 o godz. 21:40

Uploaded a new copy of the .mod file with 2.2.2 set as incompatible, since it breaks NSC2.

Aktualizacja: 16 grudnia 2018 o godz. 14:39

December 16, 2018 - Season 2, Finale: The Le Guin Update (Update 4 - Mod Version 2.5.3)
  • Fleet Upgrade Times have been significantly reduced due to NSC2 ships being much larger and more complex.
  • Created a new, more powerful reactor for the Obliterator cannon that should alleviate previous power issues.
  • Rewrote the entire country types file to make sure that the AI builds the appropriate ship classes at each tech level.
  • Rebalanced ship alloy costs for the Battlecruiser, Battleship, Carrier, Dreadnought, and Titan. The new ship costs are listed below.
  • Added the proper weapon type tags to the NSC2 energy weapons so that they receive bonuses from energy weapon modifiers.
  • Fixed the ship upkeep modifiers for the Special Slots and the NSC2 auras.
  • Fixed the trade ranges in the NSC2 starbases file. All starbases should now have proper trade numbers.
  • Changed the Influence Storage bonus on the Starbase Admin buildings to +3 Coordinator jobs for Machines, +3 Synapse Drones for the Hive Mind and +3 Administrator Jobs for Normal Empire.
  • Fixed all localization issues on the Starbase building modifiers.
  • Fixed the localization for the Drydock Shipyard Name.
  • Fixed the Starbase Admin Building cap being 4 instead of 5.
  • Fixed the Obliterator Cannon Core Section localization.
  • Added a fix in the 2.2.2 beta for Rogue Serviitors in the country types file.
  • Changed Admiral Upkeep bonus on the HQ Station to be all upkeep incase mods make leaders cost other forms of resources in other mods.
  • All NSC2 Dark Matter reactors now require Dark Matter special resources to build.
  • Updated all NSC2 namelists with names for the Annihilator and Obliterator cannons.
  • Various other miscellanous minor bug fixes.

New Base Alloy Costs (Before any components are added)
  • Corvette: 30
  • Destroyer: 60 - 150
  • Cruiser: 150
  • Strike Cruiser: 350 - 600
  • Battlecruiser: 250 - 500
  • Battleship: 450 - 900
  • Carrier: 800 - 1300
  • Dreadnought: 850 - 1200
  • Titan: 1600 - 2300
  • Flagship: 5000
  • Colossus: 10000
  • Support Ship: 2500

Aktualizacja: 9 grudnia 2018 o godz. 10:35

Minor Bugfix Update