Stellaris

Stellaris

Stellaris Tiberium Wars
Showing 51-60 of 60 entries
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Update: Jun 20, 2019 @ 7:26pm

Fixed the infest event for non tib worlds.

Fixed blocker deposits on non tib worlds not having a time for clearing, allowing you to immediately remove them all.

Update: Jun 19, 2019 @ 4:14pm

Fixed Components using 4x the power they are supposed to. They might be powerful, but not that powerful.

Fixe Depleted modifier being continually added. (Hopefully. It should have already been only adding once, but...)

Lowered energy upkeep on lab.

Cut down on time taken for tiberium cleanup decision.

Update: Jun 19, 2019 @ 3:28pm

Fixed the tiberium.0 event spam.

Changed the "spreading fast and does not like life" notification to have an option to be disabled. Also added the planet name and location to the event.

Update: Jun 18, 2019 @ 7:33pm

Doubled the chances of the tib asteroid event happening. Also removed the limit of it only happening in the first 50 years, and only if you are the original owner of the planet. For some reason.

Tib asteroid is now neutral (Or at least, should be)

Added a little more oomph to the infest event on non tib worlds. Should speed up the initial appearance of the tib.

Changed the civic so that Gestalts cannot take it. The starting planet is not balanced for them.

Fixed the seed decisions so they work on PD worlds.

Improvements to the infestation code. Including more granularity, and multiplicative weighting.

Added backwards infestation to uninhabitable tib worlds. You can now actually overharvest them.

Implemented Depletion mechanic. Tiberium can now deplete a world of useful minerals, causing it to be wholly unsuitable for mining, and having a large malus to food production.

Neutral Civic starts with depletion based on their starting zones.

Seed decisions cannot be used on planets that have been depleted.

Update: Jun 15, 2019 @ 9:01pm

Added placeholder districts to hide the vanilla districts on my planets. This may change.

Tiberium Safety policy now affects housing of the Zones

Fixed Asteroid deposit. If it does spawn, it changes the planet it is on a bit. Find them quick, before they are taken over completely!

Fixed Habitable Tiberium Planet being able to spawn naturally.

Fixed red zone downgrading on normal planets not actually downgrading, and instead fully removing the red zone.

Fixed Yellow to blue zone infest giving a negative value for the variable, instead of a positive one.

Fixed being able to directly build any of the upgraded buildings. They do not have the costs for that.

Fixed research event looking for if you were struck by a tib asteroid, rather than act5ually having the deposit.

Fixed infestation event for non tib worlds only firing if you were struck by a tib asteroid, rather than if you actually had tib on the planet.

Update: Jun 10, 2019 @ 7:47pm

Fixed event issue so it shouldn't appear at all if you selected the civic.

Fixed event so the options show you what it does.

Fixed event so it only fires if a planet that you own has been struck by the tib asteroid.

Tweaked component weights so that auto design doesn't drool over them. Equipping them should be largely a player decision now.

Update: Jun 9, 2019 @ 10:48am

Initial Upload

Update: Jun 9, 2019 @ 10:45am

Initial Upload

Update: Jun 8, 2019 @ 11:25pm

Initial Upload

Update: Jun 8, 2019 @ 9:22am

Initial Upload