Stellaris

Stellaris

Event Horizon Offset Facility
Viser 21-30 af 115 forekomster
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Opdatering: 7. juni 2020 kl. 8:12

- Stripped all gigastructure content from the main mod, will upload a patch to include this stuff (For clear error log)
- Stripped all planetary diversiry content from the main mod, will upload a patch to include this stuff (For clear error log)
- Stripped all real space content from the main mod, will upload a patch to include this stuff (For clear error log)
- The amount of jumps the compound initial expansion is now comparible to the map size you are playing (2 tiny, 3 small, 4 medium, 5 large, 6 huge)
- Occupied compound colonies will now be destroyed when purging is completed.
- Occupying a compound colony will now return the planet to the occupier
- The compound will now only place military stations in bottleneck system (unless it's neighboring the invasion entry)
- The compound will only place military bases in systems with more than 2 hyperlane connections (unless it's neighboring the invasion entry)
- The compound will now build research stations above all darkmatter orbs and blackholes once they've been converted
- All compound ships and starbases can now be inspected
- Removed skull icons from all compound fleets
- Removed the 25% nerf modifier from the compound
- The compound will now destroy starbases, instead of disabling
- The compound fleets now check for orders on an individual basis, once their previous order is completed
- The compound will now evaluate where fleets are needed and how many fleets on a monthly basis
- The compound now how have their own bombardment stance, allowing their fleets to lay waste to planets
- Most compound set flags will now time out, meaning they should reset if something goes wrong
- The compound now has something of an economy now, for every dark matter they have, they can have 1 fleet value
- Each compound ship has been assigned a fleet value and a cost
- Hornet = 1 (10 Cost)
- Stalker = 2 (20 Cost)
- Humiliator = 4 (40 Cost)
- Apex = 8 (80 Cost)
- Sovereign = 16 (160 Cost)
- The compound will spend time at spawn, paying back what it owes for the 3 fleets it spawns with, so they wont just start spamming fleets
- The compound must now save 20,000 dark matter before they can "purchase" another fleet
- The compound must have a balance of +150 darkmatter to spawn a new fleet
- The compound now has a fleet cap of 5000, after that it's just saving dark matter, so it will be able to purchase fleets at a much higher rate if you let it stockpile its darkmatter
- To get a breakdown of the compounds current economy check documents/paradox/stellaris/logs/game.log (It updates as you play, no need to exit the game)
- Reworked compound ship sections, they are now similar to that available in vanilla (slightly better)
- Compound transport vessels now have a model (it's from another compound ship that was originally planned (It will be remakde))
- Compound transport fleets will now only have 1 ship, but have had their health vastly increased
- Compound transport fleets act independantly of military fleets
- When transport vessels "hit" a planet, the ship will despawn and compound soldiers will be deployed on the surface
- Once the armies have captured the planet and the population has been purged, the planet will change into a dark matter orb, the army with it.
- Reduced compound defensive armies from 20 to 5
- Compound Reshapers now act independtantly, meaning they should just go to the closest planet and reshape it, rather than travelling across the galaxy or having to go to a star first
- Tripled the amount of architects to help with expanding faster and less travel for them later on (Also might get Salvation faster)
- Increased the amount of early game reshapers
- Added QNM components to the mod, this will be the same tier as sentient metal components and between the two will make a complete set
- Filled out the compound components
- Made techs for all components
- Made all techs for components reverse engineerable
- All components now follow the same suit as vanilla, so QNM/SM components are +25% and compound components are +25% ontop of that and SA weapons +25% on top of that.
- All QNM/SM components will require QNM & SM for upkeep/cost
- QNM Utilities gives you +7500% damage to the compound
- The Compound has a 7500% buff to health/armor/shields that does not get removed.
- Defender of the Galaxy now works against the compound too
- The EHOF will now reset itself completely after every use and on a monthly basis, this should combat the odd occasion that it breaks and the UI disappears (I cant be sure, because it's hard to replicate, let me know)
- The fleets to travel numbers in the activate button tooltip should now be correct
- The Enigmatic pattern has been moved off random events and into a random list, meaning it should more reliably proc now.
- Fixed megastructure.008, it should no londer spam the error log
- AI will no longer physically open wormholes, this is for a number of reasons, it will help with performance, they wont be able to get stuck whilst doing it and it's far easier to control
- AI will now check if they have generated a cohesive system recently, if not, they will be charged the appropriate resources and a system will generate for them
- AI will now check if they have spawned any systems, and populate it with a starbase and stations and be charged the appropriate resources
- The EHOF priority for AI has been vastly increased and the cap removed, to reduce the chance the compound spawns on the player and that they get the reality code done
- The AI are now capped per phase, phase 1 ehof will now be 1 system, p2 another 2 systems, p3 another 3 systems, p4 another 4 systems (These are additional to reality code systems)
- The AI will now spawn reality code systems and will works its way through it (This is so AI doesn't fall behind in tech later on)
- The AI will now start activating pylons and building sentient metal extraction buildings when the tech becomes available to them
- The Reality Code sites have had their stages reduced, the 7 sites now have 3/3/3/4/4/4/6 as their stages
- The Main EHOF UI has reverted back to vanilla colors, meaning your prefered UI reskin mod will now replace it (for the most part, there's 1 file that needs recolouring)
- The system with the everchanging can now spawn more than once... this was an oversight
- Sentient Metal no longer requires you to do the sentient metal extraction special project
- The Everchanging system will now get a randomized name (There will be multiple of them)
- The Everchanging system will no longer have a gateway, instead it will spawn next to an existing isolated system and will be connected by hyperlane
- The Stellar Eradicator will only spawn for players, because the AI is retarded
- The AI will now build sentient metal foundries and components.
- Sentient Metal can now be traded on the market, as it's a manufactured material.
- Reality code digsites will now only be shown, if it's one that's intended for you.
- There is now an event that checks that you have the correct techs from the reality code if it did not give it to you.
- POI will no longer show up twice in P4
- "new" flags for the ehof menu are now variables, so it will no longer remove the "new" flag if there is still new systems in this category to visit.
- Restored EHOFs will now remove debris from the system again.
- Hopefully fixed the contact button for the traders
- The SM/QNM components have been shuffled a bit in order, it now looks something like this:
- RC1 - Foundry Mk1
- RC2 - SM Computers
- RC3 - Pylon Activate, Pylon Build, QNM Sensors, Foundry Mk2
- RC4 - SM Armor
- RC5 - SM Auto Repair, QNM Shields
- RC6 - QNM Thrusters, QNM Reactors, QNM Jumpdrive
- RC7 - EHOF P4 Tech, SM/(QNM) Megastructure
- SA - All the weapons
- The next stage of the reality code will now spawn on a random timer (Within a year)
- The reality code stages are now gated behind EHOF Phases (p1 = RC1/2, p2 = RC3/4, p3 = RC/5/6/7)

Opdatering: 22. maj 2020 kl. 9:13

continued from above ^^^^

- EHOF P1/2 have had their construction cost halved (This is mostly to help AI get in the game sooner, but an extra bonus for the player)
- The Influence cost for the EHOF will now be spread out between p1/2/3
- EHOF P1/2 have had their build time halved.
- Reduced the maximum deposits a cohesive system can have, as well as the values, and added 0 as a possibility, reduced bountiful systems from x4 to x3
- All quest systems will now have less deposits compared to bountiful systems
- The compound will now be completely destroyed once the preservation sphere goes down.
- Added a new UI element, in a hope of alerting you when mod-specific events happen (Reality code/Special Projects/New Bountiful systems)
- The compound can now only spawn one architect, one propagator and upto 3 reshapers per month
- All techs have had their research time increased.
- Upon successfully arriving at a cohesive system, you'll now get an event chain, this is purely to act as a list, to help find those systems and give a bit of information about the system
- There's now a system in place to help the AI, basically if they fall behind on the sentient metal tiers, it will give them the tech to keep them in the game (ish)
- If there's any empire that has tier 4, it will make sure every AI gets tier 1
- If there's any empire that has tier 5, it will make sure every AI gets tier 2
- If there's any empire that has tier 6, it will make sure every AI gets tier 3
- If there's any empire that has tier 7, it will make sure every AI gets tier 4
- If 3 or more empires that have tier 7, it will make sure every AI gets tier 5
- If 4 or more empires that have tier 7, it will make sure every AI gets tier 6
- If 5 or more empires that have tier 7, it will make sure every AI gets tier 7
- Ruined EHOF systems have been removed. There is now a digsite that every default empire gets at the start that might give you one.
- Fixed the shader for glass
- Fixed missing mesh for preservation sphere
- Added a new megastructure, the sentient metal forge, it will require galactic wonders and produces SM and QNM.
- Added a mod options menu inside the EHOF UI (Most of these options can be changed at any point in the game), the options include:
- - Toggling the compound on/off (Cannot be changed once the compound has spawned)
- - Toggling when the compound should spawn (Cannot be changed once the compound has spawned)
- - Toggling where systems spawn
- - Toggling if AI should build ehofs
- - Toggling non-important notifications
- - Toggling when ships get salvaged
- By default (Recommended), systems will now only spawn in a small cluster in a random location around the galaxy and will be connected by hyperlane
- Added PGates
- PGates have the same travel requirements as a wormhole
- The first system you spawn will now spawn with a P-Gate.
- Archaic Pylon build tech will now be a tech that come naturally after the activation tech, rather than having to get to reality code 6
- Additional blackholes will now spawn for every default country.
- Added 2000 new system names
- Abstract tech now requires you to do the Heiroglyphics digsite, but acts similar to gateway tech, in that if any of your relations have the tech and you couldn't do it, you have a better chance of getting the tech.
- The traders can now only be activated by pylon if you have a p3 ehof.
- Removed the mineral cost from the EHOF
- Greatly increased the QNM from the EHOF (It was quite poor before)
- AI will not upgrade a pylon if it's within 2 jumps of an upgraded pylon
- AI get a bonused towards bountiful systems, due to being capped.
- Envoy renamed to hornet, because 2.6 added envoys
- The follow button for the SA now works correctly.
- The SA and SE both now have shields.
- The SA and SE both now scale with crisis difficulty.
- The SA and SE both now are quicker
- The SA and SE no longer have evasion or any form of regen

Opdatering: 20. maj 2020 kl. 12:13

Opdatering: 20. maj 2020 kl. 5:37

Opdatering: 19. maj 2020 kl. 6:32

Opdatering: 19. maj 2020 kl. 6:31

Opdatering: 19. maj 2020 kl. 4:50

- Made the reality code significantly less difficult
- On capturating EHOF construction sites, they are now either taken for your own use if you dont have one, or destroyed if you do (hopefully, should be save game compatible)
- Compound weapon stats have been standardized
- Pylons should fix themselves on loading a save game (1 month after)
- P4 location menu should fix itself on loading a save game (1 month after)
- Sentient metal special projects should fix itself on loading a save game (1 month after)
- Missing reality codes should spawn on loading a save game (1 month after)
- Broken megastructures (No UI) should fix themselve on loading a save game (1 month after)
- Fixed the compound not expanding on loading a save game (1 month after)

Opdatering: 18. maj 2020 kl. 5:14

- All phases will now correctly charge and display for activation
- Accuracy % should no longer show as 0% (%)
- Sentient Metal techs will no longer appear in the tech list until you've completed the corrosponding reality code
- Fixed the icon for cultivators on the planet gui
- Added localisation for all custom deposits
- Removed the screen sized lists in tooltips
- The first special project for self replicating replication will now appear in the same system as the reality code and the science ship will no longer be salvaged
- Updated most of the sentient metal localisation
- Fixed "tressure" :p
- Reduced the energy upkeep of cultivators by 50%
- Defender of the galaxy does NOT affect the compound, therefore, I've added this ability to the sentient metal weapons
- Sentient Metal stats have been adjusted, performing more appropriately as upgrades from their predessors
- The EHOF should now always travel to point of interests succesfully
- NEW points of interest should now be prioritized by the EHOF
- Megastructures have an even smaller chance of spawning in a cohesive system, if you already have on of that type of megastructure in your borders (Remember, there is STILL a chance it could be the same one that you have)
- You should no longer be able to press escape to exit anomaly windows
- Dark matter deposits should appear properly when the EHOF fails
- Reduced energy consumption in p1 and p2 by about 15%

Opdatering: 16. maj 2020 kl. 8:49

Opdatering: 14. maj 2020 kl. 10:09