Stellaris

Stellaris

Acquisition of Technology
Viser 1–10 av 287 bidrag
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Oppdatering: 14. nov. @ 6.38

- Added missing section modifiers for all tiers of Gatekeepers, Warbarges, Enigmatic Fortresses and Mega Turrets.
- Added new zone specialisations for mining, energy and foundries, this should help keeping vanilla districts relevant throughout the game. (This was made by Xahkarias, thanks for the provided code https://github.com/Xahkarias/XHK_ACOTZones_JobEffFix)
- Removed some unused icons for districts that no longer exist.
- Added missing rectangle icons for various districts.

Oppdatering: 9. nov. @ 6.26

- Fixed support pylons spawning around uneligible celestial bodies such as habitats etc.
- Refactored internal support pylon scripted effect names.
- Added missing localisation for some district addition text.
- Fixed delta support pylons having an unintended instant upgrade option to activate them.

Oppdatering: 18. okt. @ 8.21

- Fixed Neutron Sweep Colossus weapon not working.
- Fixed God Ray Colossus weapon not working.
- Fixed Nanobot Assimilation Colossus weapon not working.
- Added override for Devolving beam to provide full mod support.
- Fixed some runic components costing runic power upkeep even if your empire has no means of generating it. Such as bought or gifted Phanon fleets.
- Added conditional runic power upkeep to all support components as soon as your empire has the technology to produce runic power.
- Fixed some missing alloy to food conversion for Wilderness empires in runic components.
- Added new inline script to handle conditional runic power costs.
- Fixed wrong AI weight for Delta Generator District.
- Increased provided jobs from 100 -> 200 for the Runic Power District and Stellarite Energy District.

Oppdatering: 9. okt. @ 9.32

- Changed the Enigmatic Fortress tech requiring the Biogenesis DLC. Without it the Tech will neither roll, nor can be selected for the re-imagination project.
- Changed the delta tier enigmalith now increasing dark matter capacity instead of normal resources.
- Fixed sigma tier enigmalith providing less storage increase then previous tiers.
- Added sigma tier storage increase for the strategic resources of the previous tiers as well, so that upgrading from phanon to sigma tier won't decrease storage.

Oppdatering: 3. okt. @ 5.38

- Swapped base ACoT stellarite bombardment VFX with the custom AoT one, which was forgotten to be added back after the latest patch.
- Fixed some triggered planet modifiers in delta, alpha, phanon and sigma clone vats not working.
- Reduced Delta Dark Matter conduit upkeep cost from 400 to 200 Dark Matter and 200 Dark Energy.
- Reduced Alpha Dark Energy conduit upkeep to from 600 to 500 Dark Matter and 500 Dark Energy.
- Reworked all AoT building icons so that they are centered now just as the vanilla buildings.

Oppdatering: 27. sep. @ 9.12

- Updated mod to Stellaris v4.1 'Lyra'
- Fixed Phanon and Sigma tier mansions having outdated tech weight conditions.
- Fixed bombardment VFX not appearing at all when this mod is active due to outdated code.
- Updated pdxmesh.shader with latest vanilla additions and fixes.
- Added missing alloy cost to delta capital buildings.
- Added some dark matter and dark energy jobs to the Dimensional Nexus and higher tiers.
- Digitized planets now get deposits.
- Fixed wrong planet digitization message for invader and victim.
- Fixed auto forge not being buildable in industry specialization.

Oppdatering: 19. sep. @ 4.49

- Fixed Alpha and higher Tiers of Warbarge ship section techs not appearing at all.
- Fixed Alpha and higher Tiers of Gatekeeper ship section techs not appearing at all.
- Fixed Alpha and higher Tiers of Enigmatic Fortress ship section techs not appearing at all.
- Fixed Phanon Digitizer bombardment tech not appearing for Research.

Oppdatering: 13. sep. @ 5.58

- Updated enigmaliths with the latest ACoT code changes.
- Changed enigmaliths to be upgradeable into higher tiers.
- Enigmaliths resource production output is now affected by support pylons in the same system. More support pylons mean more output.
- Removed catalyst job from auto forge as it caused issues and the vanilla buildings don't have those anymore as well.
- Added wilderness biomass cost to all automated buildings.
- Updated all automated buildings with changed vanilla code where needed.
- Removed merchant jobs since they don't exist anymore.
- Fixed missing capital tier for capital buildings.

Oppdatering: 30. aug. @ 11.35

- Expanded all tiers of conduits to provide their job efficiency bonus to every kind of job, including gestalts.

Oppdatering: 30. aug. @ 8.51

- Fixed missing build times for all tiers of AoT habitat districts.
- Changed the jobs for all tiers of master archive to ACoT/AoT jobs instead of vanilla ones.
- Added phanon and stellarite strongholds as eligible buildings for orbital bombarding fleet retribution.
- Added phanon and stellarite giga fortresses as eligible buildings for orbital bombarding fleet retribution.
- Added new tooltip localisation for phanon and stellarite stronghold and giga fortress orbital fleet retribution.
- Fixed evo chambers not appearing to be buildable. (Excluding Wilderness Empires, this is base ACoT behaviour)
- Separated evochambers from clone vats inline scripts for finer granularity of control.
- Fixed psi altar buildings not being able to be upgraded because of wrong potential, requiring the player to be a hive empire even though everyone with psionic ascension should be able to access this.
- Fixed wilderness empires capital buildings not counting for upgraded capital building, not allowing the construction of advanced buildings at all.