Stellaris

Stellaris

Acquisition of Technology
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Opdatering: 11. maj 2021 kl. 8:26

- Enabled the Warbarge to be used in federation designs such as the Galactic Defense Force.
- Reduced the maximum needed reactor power level for the dark matter production core to succeed from 2500->2000.

Opdatering: 11. maj 2021 kl. 5:01

- Removed some dangling assets in the dark matter production core project, that caused the mod to crash.
- Added a safeguard to the dark matter production core project reactor intensity crank, so that the player can't fill the reactor with dark matter, he doesn't have and then wonder why it doesn't work.
- Added some additonal tooltips to better explain what is going on in the dark matter production core project.

Opdatering: 10. maj 2021 kl. 5:41

- Fixed the dark matter production core technology be unavailable for gestalt empires even if they finished the actual event.
- Fixed a bug where the dark matter production core technology become available for research, without finishing the required event first.
- Added additional safety measures to make really sure you get the new automated buildings only when the technology requisities are met.

Opdatering: 9. maj 2021 kl. 6:34

- Fixed dark matter habitats, stolen from Fallen Empires, not upgrading correctly and thus not showing the appropriate mesh. (Requires new game)
- Fixed Fallen Empire dark matter habitats being spawned with too many buildings and also the wrong ones. (Requires new game)
- Added organic pop assembly for sigma tier clone vats. (Thanks SOPHIA for finding the issue)
- Added the automated buildings back to the game. They can be acquired without ZOFE ascension.
- Added a new event chain with a custom UI to provide the means to develop the necessary technology for automated buildings in an immersive way.

Opdatering: 30. apr. 2021 kl. 5:47

- Buffed Stellarite strongholds to give +200% health, damage and morale to any newly spawned army. The effect stacks with other Stellarite strongholds. This should help to scale better with fewer armies spawned being, more powerful.
- Fixed Stellarite Dragoon jobs not properly reducing crime for gestalt type of empires.
- Fixed Dark Matter enforcers not reducing crime properly for gestalt empires.
- Fixed Stellarite Giga Fortress operators not reducing crime properly for gestalt empires.
- Added missing Dark Matter giga fortress operator drone job for gestalt empires.
- Changed the Omega Tier enigmalith to use base ACOT stats, so that stellarborne crisis balance is not thrown into the gutter.

Opdatering: 27. apr. 2021 kl. 8:23

- Fixed Stellarite Dragoons not spawning any defensive armies.
- Changed the Omega Tier Enigmalith to cost 250.000 energy, 100.000 stellarite and 5.000 light energy to upgrade and also added a 5.000 energy and 2.500 stellarite upkeep.
- The Omega Enigmalith now also produces solely 500 light energy and nothing else, loosing the other resources produces by the stellarite tier enigmalith.

Opdatering: 26. apr. 2021 kl. 5:38

- Fixed clerk jobs not being taken when synth ascended.
- Updated a game rule from latest ACOT update.

Opdatering: 24. apr. 2021 kl. 6:12

- Ported the relevant changes from the last ACOT update.

Opdatering: 22. apr. 2021 kl. 6:53

- Adopted the latest ACOT update changes to properly sort capital and military buildings in their appropriate positions.
- Buffed the sigma Giga Fortress to give +5000% of morale, damage and health increase. This should help with the reduced amount of armies to still get
non-rookie numbers for defenses.
- Buffed sigma strongholds to give +100% more morale, damage and health increase per each stronghold build.

Opdatering: 17. apr. 2021 kl. 7:45

- Added the new Imperial Core capital buildings to the scripted triggers in the mod.
- Fixed capital buildings getting potentially downgraded when retrofitting a habitat to delta,alpha or sigma tier.
- Reduced the total amount of disctricts for delta,alpha and sigma habitats from 8->5,12->7 and 16->10, since the job outputs were buffed as well.
- Nerfed the amount of extra districts that the alpha and sigma tier capital buildings give by half, as well as the amount of jobs they provide.
- Building the tier 2 or 3 stellarite generators now provide 1 e.g. 2 additional stellarite savant/sun master job per stellarite district on a sigma habitat.
- Delta, Alpha and Sigma tier capital buildings now also provide additional building and branch office slots just like the vanilla buildings do now.
- Corrected the phanon warbarge engine effect while moving to be proper red now as it should be.