Stellaris

Stellaris

Gigastructural Engineering & More (4.0)
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Update: Aug 21, 2022 @ 8:34am

Gigastructural Engineering & More Version 3.25 Hotfix 3:

• Fixed Blokkat techs not showing up properly.

Update: Aug 21, 2022 @ 12:37am

Gigastructural Engineering & More Version 3.25 Hotfix 2:

• Massive stability improvements and removal of spaghetti and compiler issues.
• Fixed the asteroid artillery modifiers not reapplying correctly.

Update: Aug 19, 2022 @ 9:15am

Gigastructural Engineering & More Version 3.25 Hotfix 1:

• Fixed a crash with PD. Whoops.

Update: Aug 19, 2022 @ 3:00am

Gigastructural Engineering & More Version 3.25:

Major Features:
• Total rework of megastructure AI weights:
• The AI is now better at choosing which megastructures to build and where
• They are also better at picking relevant Ascension Perks, and get some help when they can't (due to a vanilla bug)
• As an example, in one test game a Grand Admiral AI with supertensiles was building a Dyson Sphere, Star Lifter, and Mega Art Installation concurrently in 2338.
• The system is far from perfect as there is a vanilla bug preventing further tuning, and will be reviewed once that is fixed.

• Orbital Elysium rework:
• The old Orbital Elysium was in a bad place; it had no clear identity or purpose, and didn't really do anything well. It also wasn't very good at matching its source material. As such, it has been reworked into two different megas, moving towards two different purposes.

• The new Orbital Elysium is built over another colony, and radically changes how that host colony is managed as it becomes partially autonomous and the elite retreat to the station above. Has districts for science, unity, amenities, and improving the stability of the host world, while the host world changes to largely be based on planet designation. Available without needing Voidborne, around the same time as habitats, in the society category.
• The Orbital Elysium origin is now Elysian Overseers: Start with your capital on an elysium above your homeworld, every colonised world gets its own elysium, but colony ships are more expensive.
• The second successor megastructure is the Stellar Ring Habitat, a larger ring available with Voidborne and Mega-Engineering, in the society category. Based largely on the Orbitals from Iain M. Banks' Culture series, it consumes all free asteroids in the system to scale planet size. Has districts for farming, amenities, unity, and logistics, complementing Habitats in the same system by providing them with amenities.
• Fitting of a mega based on a Culture orbital, it has a special function for Rogue Servitors, having a huge capacity for bio-trophies and allowing them to spread their production bonus to other colonies in the system for a hefty price.

• Elysiums which were built in older games might look a bit weird now, will have a different district as a legacy measure, and are no longer buildable.
• Pouchkinn's elysium is now a Stellar Ring Habitat, and his drone fleet has expanded slightly
• The wrecked elysiums in Corinth have been replaced by a single wrecked Stellar Ring Habitat
• The elysium in Titan's Cradle has been replaced with an intact Stellar Ring Habitat, but it has quite a mess on its surface...

Compound Changes:
• Fixed Compound refusing to be disabled
• The compound wasn't hard enough, so Baron made them immune to the NDB

Maginot Changes:
• Added mass recruitment of armies for maginot
• Fix scaling for maginot construction entity
• Fix for maginot asteroid dismantling doing weird things
• Fix splitting maginot orbital defence fleet being possible
• More safeguards for weirdness with maginot asteroids
EHOF Changes:
• Sentient metal colossus computer now properly requires the sentient metal computers tech
• Sentient metal platform computers now have more appropriate statistics to match vanilla platform adjustmetns
• Sentient metal regen adjusted to match Regenerative Hull Tissue

Supertensiles Changes:
• Now that speed scaling is in a better place, empire size penalties were proving too punishing for large empires. Reduced upkeep scaling with empire size by two thirds, reduced efficiency scaling by half.
• Orbital arcologies are now considered kilostructures rather than megastructures, reducing their base supertensiles upkeep from 2 to 0.25.
• Raised supertensiles-per-speed from 20 to 25.
• The AI is now better at scaling supertensiles production, and supertensiles are now supported by StarNet, though the changes may need a future StarNet update to come through properly.
• Guilli's wrecked stations are now counted as kilostructures for supertensiles speed calculations

Origin Changes:
• Some origins have changed since the Planetary Computing Complex and Equatorial Shipyard ring planet types no longer have industrial districts
• The Equatorial Shipyard origin now starts with two of the ring's special alloy districts and a special building which swaps one of the districts' alloy jobs to a consumer goods one.
• The Central Processing origin now has a Colossal Scrap Heap building which provides Scrap Miner and Fabricator jobs, has four blockers which negate the +100% science output planet effect until cleared, and have had their space mineral deposit reduced from 20 to 5.
• Fixed up the Interstellar Ringworld start. All segments are now size 10, there are fewer blockers, and the tunnels give all 3 main strategic resources instead of just motes and gases.
Other Bug Fixes and Adjustments:
• The megastructure construction menu has had a new coat of paint, including a key to explain the new icons
• Fix systemcraft exploit with mercenaries
• Removed some unnecessary code and De-Spaghettified some district sets
• Hopefully fix aeternum forge spawning
• Fixed void birch not labelled as artificial
• Hopefully fix megastructure mogul for arcologies
• The AI should be better about budgeting alloys and energy for clearing blockers on the rogue AI computer planet
• Habitats built over alloy deposits are now properly granted access to mining districts
• The dyson sphere tech isn't really silly looking any more (lol)
• Particle accelerator management is no longer blocked by mega build cap
• Prevented the Fusion Suppressor short-changing iodizium by placing deposits on bodies slated for removal in the explosion. Systems should now always give at least 3 iodizium unless they have absolutely no orbital bodies, as intended.
• Standardised some old modifier names to bring them in line with vanilla writing style. Goodbye "Megastructure Produces", hello "Resources from Megastructures".
• Prevented the GLUE from being stackable on the same planet due to a missing flag check
• Adjusted the application and checking of several mega related planet flags to be more consistent. has_megastructure should now be exclusively used for planets with megas over them, and megastructure for planets which ARE a megastructure, or are significantly enclosed therein.
• Updated the descriptions of several megas to add clarification or explain previously hidden mechanics.
• Fixed several slightly broken weight clauses for gigas jobs
• Updated the Gigastructural Engineering AP icon
• Updated several scripted_triggers used within the mod for consistency and better compatbility
• Many restricted techs will no longer be randomly drawn by Scholarium vassal anomalies. As a side effect, they are also not obtainable via research_all_technologies unless you fulfil their requirements.
• Added Blokkeff.

Update: Jul 27, 2022 @ 9:01am

Gigastructural Engineering & More Version 3.24.1:

EHOF/NDB fixes by Baron Boomer Von Baitington
• Potentially fixed the 7th RL code digsite no hyperlane issue (it was still using pre-rework code)
• Fixed a type where it was blocking leviathans from spawning for 720 years from the EHOF instead of 720 days/2 years
• Fixed some minor potential instabilities with EHOF code
• Added the scripted trigger needed to support the sample custom EHOF gen mod... now it should actually for people other than Banjo
• Released the sample custom EHOF gen, mod makers now can make their own EHOF system content and have it generate automatically off the EHOF!
• Potentially partially fixed the NDB targeting system (still will need more work to support modded stars)
• Added an on_action for the NDB so that you can do stuff when a system gets blown up (more details and documentation to come)
• NDB code mostly refactored to remove spaghetti
• No more AI stealing your Reality Code anomalies! You will now get a special project when each reality code bit spawns ensuring that you and only you can access it!

Blokkat improvements by MadamLava
• Re-exported the Blokkat textures with Mipmaps ENABLED, fixes the grainy/static-like texture problem when viewed from a distance. Bless Aryx for telling me to do this.

• Fixed missing loc in a Blokkat event.

Update: Jul 7, 2022 @ 2:30am

Gigastructural Engineering & More Version 3.24.0 Hotfix 7:

Compound Changes:
• Immunity effect was moved from ship aura to system modifier.
• Fixed bugs with spawning & localization.
• Fixed random Crash to Desktop that happens after a while.

Update: Jun 30, 2022 @ 12:08pm

Gigastructural Engineering & More Version 3.24.0 Hotfix 6:

• Fixed a number of critical errors causing unexpected effects in game.
• Changed a faction that was using an invalid deprecated subject type to be friendly instead.
• Potentially fixed issues with the final dig site not spawning for the Reality Code chain.

Update: Jun 27, 2022 @ 4:01am

Gigastructural Engineering & More Version 3.24.0 Hotfix 5:

• Fixed that Edict (it didn't work).

Update: Jun 26, 2022 @ 10:43pm

Gigastructural Engineering & More Version 3.24.0 Hotfix 4:

• Added Edict to open Blokkat Willingness menu in case it doesn't work.

Update: Jun 26, 2022 @ 10:37pm

Gigastructural Engineering & More Version 3.24.0 Hotfix 3:

• Fixed Subjugation terms not working.