Stellaris

Stellaris

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Ancient Cache of Technologies
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2.078 GB
Jun 22, 2018 @ 4:37pm
Jun 20 @ 6:53am
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Ancient Cache of Technologies

In 1 collection by Chirumiru ShiRoz
PeerawatZ/ShiRoz Stellaris Mod Collections
4 items
Description
Introduction

Panada's Work

Ancient Cache of Technology explores the stories of the ancient enigmatic precursors, including the Curators, the Fallen Empires and those that came before them. Behind their history lies great many secrets yet to be rediscovered.

The Fallen Empires thought they mastered the Enigmatic Power, their dark matter and energy weapons supreme. But for how long? What if an empire manages to rise and learn their secrets, what if they surpass the known knowledge of the past, and forge a new future thought impossible?

This mod introduces a large varieties of new technologies based on the enigmatic powers. From ship weapons, to buildings, to armies or planetary decisions. Technologies are categorized into tiers, and there are event chains that each empire has to go through to acquire them...or steal them from the others.

Due to vanilla's lacking army contents, this mod also expands upon armies as well. Most importantly, the Hive Mind gets to have their own armies now (No more zerglings running home due to low morale)

Furthermore, the mod buffs the existing Fallen Empire worlds to be much harder to invade, with their home citadels now fully protected, their outlying planets now have proper FE-tier buildings and their armies now much harder to beat.

It also buffs and expands upon the Curator Order a lot, as well as adding an entirely new neutral leviathan-like faction who holds a massive starbase, waiting for someone to challenge them.

ACOT Override Function - Get this if you want Leviathan/Crisises to also be buffed.

ACOT Secrets Beyond the Gate - For another End Game Crisis with ACOT lore.

ACOT Extra Defines - For supplementary changes to make ACOT experiences better.


Optional Russian Localisation.

This mod should works fine alongside Zenith of the Fallen Empire

Features

  • Six new tiers of technology. One begins right at where the final vanilla tier ends. Two can be obtained as you progress further into utilizing Dark Matter and Dark Energy, another is a rare technology only a few can possess. One can be unlocked through hard exploring and efforts, and two can be unlocked by defeating a certain faction and figures out its puzzle.

  • Expanded ship sections and new stages of bio-ships that bring them up to the level as the Fallen Hive Empires.

  • Dark Energy and Stellarite as new strategic resources. Dark Matter also becomes much more important, as various components now require both to build.

  • Over 699 new technologies, many of which require special conditions to be met.

  • Armies Expansion. Normal, Hive, and Machine now have a selection of armies they can create to conquer their enemies.

  • New Building technologies based on enigmatic powers. Some of which offers unique planetary decisions.

  • New types of Planetary Bombardment Stances such as Punishment, Exterminatus and Annihilatus! Each with increasing degree of destruction. But planets can also retaliate against them with planet-size orbital defense cannons.

  • Battle against the massively enhanced fallen empires to claim their ancient technologies as your own in War in Hell.

  • Discover long lost and forgotten technologies, including the ability to create new celestial bodies, eradicate systems, or making self-assembling megastructure.

  • Interact with the Curators to discover various histories and secrets. Or just rob them (Destroying their stations will now give you enigmatic tech)

  • Meets the Phanon Corps, an illusive third-party paramilitary faction whose motives are unknown.

  • New origins including those that allows an empire to start at higher tech tiers.

  • Some updated vanilla assets.


Detailed List of Features here.[docs.google.com]

ACOT Timeline for those who wishes to know background lore of the mod's story.[docs.google.com]

Known Issues and Limitations

  • There will be a rather long increase in galaxy generation loading time if you have multiple fallen empires. This is due to ACOT removing the cursed all_tech_modules and run its own script to give FEs only relevant tier 6 techs.

  • Combat Computer selection UI is wonky at the moment due to PDX changes, no solutions found on our end yet.

  • Using this mod alongside mods that already buffs FEs may hilariously turn their power to over 9000. So be warned.

  • Some bugs may happen. Please report them, preferbly on Discord.

  • H and L slots occupy the same space in Ship Designer Icon, also cannot be fixed at the moments.

Balance

  • You were expecting to see balance in this mod? This is not an E-Sports game.

  • On a more serious note, components at Delta and Alpha follows vanilla 1.3x formula, later tiers have increased multiplier.

  • This is mostly an end-game mod, so AIs that fall behind in technologies tend to get memed a lot. But that's why the FEs and the Corps are for.

Save and Mod Compatibility

  • Hopefully will works on existing saves, but some stuffs may not work.

  • Overwrites most vanilla assault and defense armies.

  • Overwrites has_upgraded_capital_building and all of its upgraded variation to accept the new capital tier.

  • Overwrites some Curator Events (Specifically their introduction and hiring scientists)

  • Overwrites resource_table in the interface, but this mod's override function has accounted for
    1. Gigastructure's
    2. ESC
    3. Guille's
    4. Arcane Heritage
    5. Unknown's Component.
    6. Twink's Playable Fallen Empire.

    It's been a while since I update that list though, better to just grab a universal SR Patch
    If your mod has unique SRs and wish to add them, feel free to poke me.

  • Overwrites fallen_empire_initializers and many of it's associated scripts so that FE will spawn with new FE buildings.

  • Overwrites fallen empire designs.

  • Overwrites NArmy Defines.

  • Overwrites certain elements of Cosmogenesis and The Synth Queen Crisis.

FAQ

Q: I cannot upgrade my capital!
A: You have to do it via planetary decision. This is also explained in the tech description.

Credits and Special Thanks to

- Many of the artwork icons are from the following games, I do not claim ownerships of those arts. I will take them down if the companies have issues with them.
  • Command & Conquer 3 and Tiberium Alliance - EA Games
  • Starcraft 2 and Heroes of the Storm - Blizzard
  • Dawn of War 2 - Relic/Games Workshop
  • Heroes of Might and Magic: V - Ubisoft


- Wymorlon, SOPHIA, Velaroz, H11DN-D4NG3R, Raine for Discord Server Moderation.

- Garyx, Fragjacker for helping with some art assets.

- Other Panda for some code optimizations (Even if he does makes me explode a few times.)

- NHunter, I studied the codes for mod menu and certain components from his mod.

- Stellaris Modding Den Community, learned many useful stuffs there.

- All supporters. Your sacrifice against the FE will be honored in the New Empire.

I have a section on Discord for my mods here
ACOT Main Discord Server[discord.gg]

[discord.gg]

You can also support me on Patreon here [www.patreon.com].
Popular Discussions View All (251)
14
Aug 12 @ 1:45am
Crashes before startup (When loading game)
Mycario
9
Apr 8 @ 10:55pm
Fallen Empire Titan Upgrade Idea
Inderezzed
11
May 12 @ 3:18am
Game is crashing
Comrade
10,523 Comments
H11DN-D4NG3R  [author] Aug 12 @ 1:10pm 
@YourLittleAngel have not heared about that mod yet. but from what im seeing, it shouldnt cause overly much issues. acot's current workable faction (Phanon) shouldnt have alot of issues with it. cause you usually trigger that quite later in the game.
YourLittleAngel Aug 12 @ 12:58pm 
does this mod work well with shrouded regions? unsure if the hyperlanes or shrouded parts of the galaxies conflict with any of this mod's factions
H11DN-D4NG3R  [author] Aug 12 @ 12:45pm 
@Klingon-Koneko. yea the Minimum amount is 300/3000 pops? from 30 pre 4.0
Klingon-Koneko Aug 12 @ 12:38pm 
@H11DN-D4NG3R Thank you! Worked after resettling pops.
H11DN-D4NG3R  [author] Aug 12 @ 12:11pm 
@Klingon-Koneko, Do you have sufficient armies on the vault. and sufficient pops

you should not trigger the event through console
Klingon-Koneko Aug 12 @ 12:10pm 
@Slayer There is no planetary decision. Tried to trigger the event through the console but even that didnt work although the id may haven been outdated or smth.
H11DN-D4NG3R  [author] Aug 12 @ 10:48am 
@Friendly i think you are mistaking some thing from another mod with acot. generally fully killing a empire usually does not provide you with anything.
TheFriendlyHitman Aug 12 @ 10:40am 
Was the ability to acquire the relics & all resources after completely killing an empire removed from ACOT? or am I mistaken?
Slayer Aug 11 @ 9:33pm 
Planetary decision.
Klingon-Koneko Aug 11 @ 5:25pm 
How do i invade the phanon vault? I conquered the Vault Planet and defeated multiple of their retaliation attacks but still i cant figure out how to trigger the attack on the vault. Can someone thelp me?