Stellaris

Stellaris

Hyper's tech mod (2.1.x)
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Update: 5 Jun, 2018 @ 5:23am

Updated from 2.0.x to 2.1.x, I haven't done anything except change the version of the mod, so if anything is broken, comment which tech and I'll fix it.

Update: 6 Mar, 2018 @ 1:40pm

Nerfed the newest tech by a lot.

Update: 6 Mar, 2018 @ 1:39pm

Added a new tech.

Update: 4 Mar, 2018 @ 5:49am

Added 2 techs for tier 2.

Update: 1 Mar, 2018 @ 10:36am

Fixed a few things that weren't functioning as intended.

Update: 1 Mar, 2018 @ 7:18am

4 new techs have been added. These play with the balance of certain things by also having things that nerf them. Eventually I'll be changing the entire mod so the strategy of just research whatever I want will be no longer viable.

Update: 27 Feb, 2018 @ 4:58pm

I was expecting the new tech's number to be 1%, but it ended up being 0.01%, I have fixed that mishap in this update.

Update: 27 Feb, 2018 @ 4:45pm

Replaced a not working tech with a new tech.

Update: 27 Feb, 2018 @ 4:28pm

This update should have changed this from a 2.0.0 version mod to a 2.0.x version mod, meaning as long as the 0 is a zero, the mod will not show up as outdated.

Update: 27 Feb, 2018 @ 8:20am

The Nerf Tier 6 Update: Changes, the base cost of tier 6 tech added by my mod is now 10x larger. The additional cost per subsequent level is now 8x larger. As it stands, I will probably be nerfing Tier 6 techs again, but for now, this is how far I will be going.