Stellaris

Stellaris

Military Enhancements 2.0 [Invasion Events and More]
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Update: 22 Jul @ 10:08am

- Fixed a bug that would cause certain empires to drop a million nukes on their own planet
- Fixed a bug that would prevent certain empires from picking any option during the refugee crisis event

1.2.3

Update: 26 Jun @ 6:14pm

- Fixed a bug that would prevent synthetically ascended biological empires from training synthetic armies.

1.2.2

Update: 12 May @ 3:09pm

- Fixed an issue where the gestalt and non-gestalt localization would display for the wrong empires
- New lines have been added for spiritualist, individualist robotic empires

1.2.1

Update: 10 May @ 9:48pm

- Updated to latest Stellaris version
- New armies, buildings, and tech for individualist machine empires

1.2

Update: 27 Apr @ 4:09pm

Fixes:
- Level 3 armament factories now properly check whether or not the owner is a gestalt empire
- Gestalt empires can no longer construct the genetic warrior facility

Balance:
- The penalties for low logistics has been heavily reduced to prevent the modifier from overflowing and preventing the creation of armies
- Super soldiers can now be recruited on planets where the initial Genetic Warrior Facility building was constructed--even if there is no special forces school

New Content:
- The Genetic Enhancement Facilities have been added, which increase the base cap of recruitable super soldiers by 2 for every one constructed

1.1

Update: 14 Apr @ 8:10pm

- Fixed a major variable bug that would depopulate the galaxy (my bad)

1.0.4

Update: 13 Apr @ 12:48pm

- Added a variable to track this mod being installed; helpful for other modders wanting to make patches

1.0.3.1

Update: 13 Apr @ 12:40pm

- Updated to latest Stellaris version
- Minor tweaks to some localization to fix faulty grammar and awkward sentences
- Fixed a bug where the final tier of Arms Manufacturers could be researched before the second tier
- The final tier of Arms Manufacturers now provides the proper number of manufacturer jobs

1.03

Update: 8 Apr @ 10:22am

- Fixed a bug which would cause the logistics policy to freak out, repeatedly cycle through all available options, before returning to the base tech

1.02

Update: 6 Apr @ 6:24pm

- Fixed "Armaments from Jobs" not displaying properly
- Fixed level 3 of ballistic weaponry missing modifiers

1.01