Stellaris

Stellaris

Fallen Empire Awakening Tweaks
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Update: Apr 17, 2020 @ 2:51pm

- Used scripted triggers to clean up the tangled mess of federation fleet power clauses

Update: Apr 16, 2020 @ 6:46pm

- Significantly increased the thresholds for awakening due to a strong federation, but added more checks for cases to reduce the thresholds

Update: Apr 10, 2020 @ 7:12am

- Fixed an issue where by late mid-game, just being in a war against an FE at all may have been waking them up with no fleet power check
- Fixed some inconsistencies in weights that was causing some fleet power checks to be redundant

Update: Mar 23, 2020 @ 9:27am

- Genocidal empires may join the unaligned league if they are feeling weak

Update: Mar 19, 2020 @ 8:54pm

Version 2.4.1:
- Hotfix: Fix a missing closing brace that was likely causing a "blank event every day" bug

Update: Mar 17, 2020 @ 5:13pm

- Tentative support for 2.6 (have not fully tested)
-- In particular, let me know of any parse errors in the error log.

Update: Jan 30, 2020 @ 11:01am

Version: 2.3.2
- Fixed a duplicate file that may have causing event conflicts
- Fixed an incomplete modifier preventing the "prefer finding FE of opposite ethos for Ancient Rivals" branch from being taken

Update: Jan 21, 2020 @ 1:07pm

* Rearranged some of the conditionals for better performance (do cheap checks first)

Update: Jan 13, 2020 @ 9:44am

Version 2.3.0:
* Mostly a new version to bump the version number, which I have forgotten to do these last few updates
* Turned down some of the fleet strength cutoffs

Update: Jan 12, 2020 @ 7:37pm

* Fixed a rather embarrassing issue where FE's were awakening, not when a default empire started standing a chance against an FE, if an FE started standing a chance against a normal empire (which is pretty much always), which means they woke up really early game
** This was due to me getting the relative_power trigger backwards
** Thanks to dostillevi for the report