Stellaris

Stellaris

[Deprecated] The Zenith of Fallen Empires 2.0
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Opdatering: 23. dec. 2018 kl. 16:12

Patch #26


  • Goliath tech weight adjusted. Now you need the submod to be able to research it.

  • AE subject event - when you help the primitives with minerals, you will now actually give minerals instead of energy.

  • Corrected missing localisation on Hive Mind/Machine Empire ascension perk.

  • Added more tech requirements for zofe.11 event.

Opdatering: 21. dec. 2018 kl. 10:50

Patch #25


  • Added trade_routes module for Ascended Empires.

  • Ascending now also grants 5k consumer goods and 5k alloys instead of 0.

  • Escorts tech no longer have 0.4% chance to be researched before the project.

  • Spaceport event now has two parts: event will trigger the special project, which allows a player to determine when they wish the project to start/end.

  • Removed superfluous game rule regarding can build branch offices.



Localisation Changes

  • New entries in fallen_technologies_l_english relating to the special project.

Opdatering: 20. dec. 2018 kl. 12:05

Update #6 (2.2 Update)


  • NEW Ascension Mechanic has been slightly reworked. Dark Matter Thrusters are no longer given on selecting the Galactic Ascendancy Perk. Mega-Engineering instead of Engineering Perfection, will now be a requirement to the Galactic Ascendancy Ascension Perk.

  • NEW New Special Project after Ascension where you can choose to pursue the research of Fallen Empire Ships, or not. Doing so will change your graphical culture. Not doing so will KEEP your graphical culture. Please stop hounding me about ship set compatibility.

  • NEW Players are now able to choose their own preferred Fallen Empire ship set upon the completion of the said project above... for a price.

  • NEW Ascended Empire with Galactic Superpower civic may now use the Armageddon bombardment stance.

  • NEW Normal Machine Ascended Empires may now sire their own subjects: Auxiliary Unit. Auxiliary units pay 25% energy and 25% minerals to their overlord, must join war, but can expand. Machine Ascended Empires will also gain +10% pop assembly speed per subject.

  • NEW Ascended Empires can now build most FE buildings previously exclusive to Fallen Empires after researching the relevant technologies. Their costs and upkeep are somewhat balanced for the player.

  • NEW The above described FE buildings can only be built after Engineering Perfection. Engineering Perfection is now code-named fallen_technologies_3. Physics Mastery is now fallen_technologies_2. Default Empires can research up to Physics Mastery and acquire all techs of its tier.

  • NEW The way Xenophile AEs create The Preserve is now via a Decisions on a size 20+ Gaia planet. Requirements are similar to Resort Colony, except there will be new jobs of Xeno Zoo keeper and Xeno Wards on the planet.

  • NEW Punishment Protocols Ambition allows Ascended or Lost Empires to deal +33% more damage to normal empires.

  • Ascended Empires and Lost Empires country types are edited slightly. Ascended Empires will inherit the country base resources from default empires, and Lost Empires will use the country base resources from Fallen Empires. Ascended Empires are done this way so players can remain engaged with the mechanics of this mod, while Lost Empires needed a way to keep up with Ascended Empires.

  • Ascended Empires will now share the same 2x tech cost as Awakened Empires to reflect stagnation of technological research, as well as preventing Ascended Empires from snowballing too quickly. Storage Multiplier is no longer necessary (so hopefully no more resource overflows), and fallen empire max fleet size has been increased from 300 to 500 for more difficulty.

  • Redone most of the Ascended Empire and Lost Empire civics, some with new bonuses, and some are rebalanced around the new economic system. Too many changes to list here. Play around and report findings.

  • Removed Empire limit for FE Titans

  • Removed base cost from all FE ship classes (except Goliath), as FEs don't have to buy ship components on top of the base cost. Sections however (exceot Goliath) still have their own costs.

  • Redesigned some of the subject taxes for Ascended Empires. Some of them remained the same, others are changed.

  • All fallen technologies (Escorts, battlecruisers etc) are now gated behind being an Ascended Empire, and will no longer show up when using 'research all technologies' command as a default empire.

  • AE CBs and Wargoals updated to reflect coding changes of 2.2.

  • Ecumenopolis graphics added for all FE graphical cultures.

  • Updated Ascended Empire Subject/Gift events.

  • Updated Game Rules. Added Game Rule for Ascended Empires can take hostile actions against primitives. Megacorps can open branch offices on Ascended Empires and Ascended Empires can use the galactic market.

  • Updated Crisis and War in Heaven events. War in Heaven overwrites have been moved to a different file to improve compatibility.

  • More On_action events are added/updated, improving contact and interaction of Ascended Empires with other empires.

  • The Original Empire ship set has been renamed to Fallen Megacorp ship set. This is available to be selected on ascension.

  • Do not be alarmed if you see 'Ascended Empire Capital' or 'Ascended Empire Colony' on your worlds.

  • A new global flag is now set on game_start, which allows other mods to check against whether ZoFE is activated.

  • Escorts now have 3 sections, but the number of slots remain the same.

  • Many tooltips updated.

  • Several tech icons updated.



Localisation Changes

  • Too many to list... Please just re-do everything xD

Opdatering: 13. nov. 2018 kl. 3:22

Patch #24


  • Base Mod updated to reflect changes in Paradise Lost.

  • FE Titan, and Goliath base cost has been reduced by 50% (testing).

Opdatering: 18. okt. 2018 kl. 3:23

Patch #23


  • Original Empire no longer counts for victory.

  • Galactic Ascendancy AP once again requires 6 other ascension perks.

  • Event zofe_debug.2 will now instantly trigger fallen_technologies.1.

  • AI that has more than 8 Ascension Perks and meet all technological and circumstantial requirements will now automatically trigger zofe_debug.2



Localisation Changes

  • Ascension Perk requirement changed back to 6.

  • Added Zofe_debug.2 event and its localisations.

  • Added new modifier in common/zenith_modifiers

Opdatering: 9. okt. 2018 kl. 5:26

Patch #22


  • Personalities localisation fixed.

  • Crisis_2 updated to 2.1.3

  • Galactic Ascendancy AP requirement lowered from 6 to 4 (test, please give feedback)

  • Lowered Dark Matter Power Espionage event to be available from mid-game.

  • AI will now immediately receive the Dark Matter Power Core technology upon defeating a FE, LE, AFE, AE fleet, instead of only getting the research option.



Localisation Changes

  • Galactic Ascendancy AP requirement tooltip changed.

Opdatering: 21. aug. 2018 kl. 8:51

Patch #21


  • Goliath should not longer be researchable with just the base mod.

  • Goliath no longer available for federation designs.

  • Removed AE humiliation wg as a defender default.

  • Dark Matter Power Special Event has its trigger brought forward to 10 years after the start of midgame, but mean time to happen is unchanged. Also, default can now learn this from Ascended/Lost empires.

  • Fixed yet another Rogue Servitor specific issue with nutrient paste facility being not buildable by Ascended Empires. Damn, how many issues can one civic create...



Localisation Changes

  • New Russian localisation for Russian players is available as a separate mod. See link in mod description.

  • 2 new system additions in Ringworld Empires.

  • Original Empire localisation added in Fallen Ships Start

Opdatering: 17. aug. 2018 kl. 9:28

Patch #20d


  • Potential fixes for crises not contacting Ascended Empires.

Opdatering: 17. aug. 2018 kl. 7:53

Patch #20c


  • Fixes for Dark Matter Power Breakthrough event.

Opdatering: 16. aug. 2018 kl. 14:40

Patch #20b


  • Fixes for Sins of the Fallen Empire.