Stellaris

Stellaris

AlphaMod 1.9
Viser 1-10 af 10 forekomster
Opdatering: 11. feb. 2018 kl. 10:28

Re-implemented gf_alphamod_activated global flag for other mods to hook.

Opdatering: 11. feb. 2018 kl. 3:33

- Code QA. Some missing localisation fixed.
- AI should be more considerate in using Security and Surveillance buildings.
- These buildings now have (small) construction costs.

Opdatering: 4. jan. 2018 kl. 6:31

  • Relaxed some ethos restrictions on some comms-related techs for materialists.
  • Consolidated game-start event code for homeworld setup of new resources and megacities to eliminate potential race conditions.
  • Removed the Fund Smart faction demand. It was too obscure.
  • Re-worded some faction demands to be less obscure (english localisation only).

Not much this time because I'm still busy job-hunting. You can help with giving me more free time for making mods you enjoy by checking out a game my missus and I made, here on Steam:
Majestic Trials http://store.steampowered.com/app/638060/Majestic_Trials/.
Thank you for your consideration.

Opdatering: 12. dec. 2017 kl. 10:10

Many bug fixes, much wow.

There's still a few bits of missing english localisation that need dealing with, so please let me know when you find one.

Opdatering: 7. dec. 2017 kl. 10:16

This update may break existing saves as the mod's name has been changed.

  • Updated for Stellaris v1.9.
  • Tweaked stats of light and medium mechs.
  • Happiness bonus from Biomedical IV is now only for citizens.
  • Tweaked exploited modifier.
  • Exploited workers may now strike.
  • Added a new planetary edict for countering exploitation and strikes.
  • Added a new faction, Conservationists, to primarily annoy xenophiles.
  • Added a new 2 point trait for robots, multi-tools. +10% food, +10% minerals. I got fed up with a screwed up robot trait system making me waste a point.
  • Some red tile-blockers may now be retained after terraforming.
  • Some planet modifiers on hostile worlds are now removed after terraforming.
  • Reduced chance of a pop switching ethos when their faction is banned from 100% to 75%.
  • Lots of code review and consolidation.
  • A whole buncha building icons overhauled.

This will be the last content update for a while as I'm busy job-hunting. You can help with giving me more free time for making mods you enjoy by checking out a game my missus and I made, here on Steam: Majestic Trials http://store.steampowered.com/app/638060/Majestic_Trials/.
Thank you for your consideration.

Opdatering: 22. nov. 2017 kl. 12:32

Came out of beta.

Opdatering: 20. nov. 2017 kl. 12:27

  • One or more barren worlds, and 0-2 asteroids will immediately become habitable in your home system as soon as Refined Colonisation has been researched.
  • The choices have been extended for doing the setup work for making a hostile planet habitable.
  • If you are materialist or egalitarian, you can contract out the work. This costs energy.
  • If you are authoritarian or xenophobe, you can send in a labour force. This costs minerals.
  • If you have policy set that allows pioneering, pioneers can do the work for nothing. They can't build sky-platforms in gas-giant atmospheres however.
  • You can always have the surveyor corps do the work. The empire suffers a small penalty to minerals and engineering research output for 1 year.
  • Natural Fuels Refinery now has an energy adjacency bonus and is planet unique.
  • Added a new building, a Production Plant, that can only be built adjacent to a Natural Fuels Sourcer.
  • Mechbays now require a tapped actinides source on the planet.
  • Overhauled the building icon for the Traditional Plantation and Open Embassy.

Opdatering: 18. nov. 2017 kl. 11:54

Bug fixes, including:

  • An issue with the Tomb World portrait not appearing should be fixed.
  • Tier 2 CNC should no longer be buildable on the homeworld.
  • Warrior Houses should now give a happiness bonus to pops, when the empire is at war.

Pop happiness penalties from policies are now all citizen happiness penalties. Slaves shouldn't care about how much stuff costs, for example, because they don't have money to buy stuff.

Labour Union members will now be 'exploited' with the right combination of poilicies. This will boost their output, but in turn piss them off more.

A few policy options now have additional restrictions based on living standards given to pops.

Opdatering: 17. nov. 2017 kl. 10:18

  • Started tieing policy choices to more content for more impact.
  • Trying out an implementation suggested by NHunter for preventing exploting building adjacency pre-requisites. If you now replace or remove a natural fuels building an adjacent building needs, the adjacent building is destroyed.

Opdatering: 16. nov. 2017 kl. 4:53

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