Stellaris

Stellaris

StarView - Lite and other-mod-friendly
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Opdatering: 8. juni 2019 kl. 18:17

Updated for 2.3.1

Will add archeological sites to the starview cluster later (next week or two).

Opdatering: 24. mar. 2019 kl. 18:02

Updated for 2.2.6.

Opdatering: 9. feb. 2019 kl. 20:10

Altered vanilla files synched with 2.2.5 update (beta branch)

common\traits\04_species_traits
comm\on_actions\00_on_actions
comm\districts\02_rural_districts

Opdatering: 1. feb. 2019 kl. 21:28

*The starview cluster now spawns at all times. Mostly for comment request which I think I would like. An empire that uses the starview system initializer will start in it, and the cluster will have a wormhole connection to the original starting system and a hyperlane to an un-owned neighboring rim system. If no empire uses the starview system initializer, the starview cluster still spawns. With no external hyperlanes, and a natural wormhole to a random un-owned system in the galaxy that is not a hostile guardian, or empire_cluster marked system (accessible only by this wormhole or via l-gate).

*The two black hole systems that are not gargantua or curator systems now have 5 black holes each. More matter decompressors in-cluster.

Bug fixes:
*Dyson sphere will no longer be filled with blockers upon colonization
*Dyson sphere now has unlimited generator and agriculture districts like their ringworld predecessors did.

Change/fix:
*For Starview-start with custom game-start, the starting leaders now have ruler traits specifically define, and the ruler has scientist traits specifically defined. If the original ruler gets voted out very-late-game he should no longer immediately die of old age.. Accomodates having a normal democracy rather than a shadow-council (bilderberg group) rigged president for (immortal) life (Vladimir Putin).

Opdatering: 18. jan. 2019 kl. 22:55

*Altered vanilla files diffed / synched with 2.2.4 (stellars beta branch)

*Fixed Fantastica getting its modifiers removed at game start

*Species created by custom StarView game_start now have bios (Human 3A, Human 3B, Human 3 Robot, Elf)

*Some descriptive text changes

*Elves are now immortal (tokien / LOTR).

*StarView Human 3A / 3B leaders no longer immortal but do still have 1600+ year lifepsns, so they are still practically immortal given typical stellaris game durations (stellaris games usually don't go for more than 800 years)

*Fantastica now has 4 dangerous wildlife blockers (all them D&D monsters and dragons) and 1 dense jungle blocker

*Fantastica now has subterrainian expansion modifier (increase effective planet size from 10 to 13; 15 with mastery of nature; 16 with expansion tradition finish).

Opdatering: 13. jan. 2019 kl. 21:32

Fixed exemption of modifier removal in game_start.2 event. Planet with flag "StarView_Temp" is no longer owned by StarView at time of execution. Looking for planet with flag "NatureTech" instead. All the manually placed planet modifiers should be present in the Starview system now. Capital system modifier removal should still function for those not using the Starview system initializer.

Got tired of the terraforming candidate spam. Spamming them all over even with me manually placing a bunch. Added a bit to remove all non-manually-placed terraforming candidates within the starview cluster. There are 11 manually placed terraforming candidates. Plus the primitive elf world. After terraforming everything and terraforming the unfinished dyson sphere there are 40 colonies within the StarView cluster (3 starting, 3 immediately colonizable to tropical/continental/ocean preference, 6 other habitable, 11 terraforming candidates, 1 primitive, 16 ringworld/dyson habitat)

Opdatering: 13. jan. 2019 kl. 13:44

Moved changes to existing traits (opposites for intelligent, venerable, enduring, and fleeting) into vanilla file as Stellaris was duplicating the traits rather than overriding them.

Noticed intelligent research bonus was reduced to 10%. Extremely intelligent was proportionately nerfed (reduced to 20%).

Opdatering: 13. jan. 2019 kl. 1:36

The extragalactic cluster is packed tighter. System distances reduced by one third. This is because Fantastica was too far out and it wasn't territory shading it - the territory shade was cutting off amost immediatly behind / to the left of Dyson sphere system.

the big l_english.yml file is no longer being modified. It was being modified just to update the ringworld descriptions (carryover from old version of Utopia expanded).

The 'dyson sphere' is now using its own planet classes - pc_dyson_unfinished and pc_dyson_habitable. Clones of pc_ringworld_tech and pc_ringworld_habitable. The standard ringworld megastructures are no longer being trampled over with the dyson sphere customizations. pc_ringworld_unfinished still exists to not break saves.

Habitats are no longer size 25. Back to default size 6.

the vanilla file 00_planet_classes.txt is no longer being altered. THe cloned dyson sphere classes and the new planet class lists are in their own file now

The dyson sphere is not intended to be immediately colonized. You have to 'finish' it. 'Finish' is in the form of 25,000 energy, 50-year terraforming projects, per segment (there are 16).

The prescripted starview country now has extensive bio text.

Created 2nd version of starview country that does not have the country_flag to trigger custom game_start code, and does not have the Starview system initializer pre-selected, and is built to vanilla stellaris ruiles.

The new and updated racial traits were outdated. They are now updated (new crossbreeding chance field)

The lite version was made even lighter. It is stripped of all mod-part integrations and secondary changes. It now only has the extragalactic starview system initializer and the custom game_start scripting. The only vanilla files being altered in the now ultra-lite version are common\solar_system_initializers\hostile_system_initializers, common\solar_system_initializers\leviathans_system_initilizers, comm\on_actions\00_on_actions, and events/game_start.

Opdatering: 12. jan. 2019 kl. 2:53

Starview cluster systems are now extragalactic! And you will start in this extragalactic cluster! Some minor side effects that cannot be overcome. Most resolve after just one game day. Some take a full game month. Everything should be resolved by the start of the second game month. Could not find a way to shut down the post-gen hyperlane connect to the galaxy, or to pre-explore the wormhole via script. The wormhole does work by normal rules though.

Removed research speed bonus of partially complete science nexuses (becase you can build multiple only the one with the uploaded leader mind produces the empire-wide research speed bonus)

Psionic shields set up as upgrade of dark matter shields. Dragonscale armor now an upgrade of neutronium armor.

Reduced empire-wide amenities bonus from 15% to 5%. Still can build multiple.

Psi Jump Drive and precognitive interface now researchable (a 0-weight that was missed, now 0.1-weight)

The StarView prescripted country with the triggering country_flag and the StarView solar system initializer pre-selected now sorts on top.

Mod has 3 modes:
*Country + Initializer - creates starview extragalactic cluster and moves your homeworld to NatureTech. Replaces the country with the flag with scripted customizations (cheat-y).
*Initializer only - creates starview extragalactic cluster and moves your homeworld to NatureTech. NatureTech remains ocean regardless of your species preference though. NatureTech is a watery mid-planet (or oceanic gas dwarf).
*Neither - integrated mods-parts and secondary changes only (always in effect)

Multiplayer support: Only one instance of the starview extragalactic cluster is supported. Single player, or if multiplayer, only one player gets the cluster. Attempting to have multiple empires with the StarView system initializer will have undesirable results.

Opdatering: 5. jan. 2019 kl. 13:21

Initial Upload