Stellaris

Stellaris

Machine & Robot Expansion
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Opdatering: 15. maj 2022 kl. 4:27

#### 'Machine & Robot Expansion' Mod Patch Note ####
#Situation
- Notifications for Machine Learning Progress will not play the notification sound.
- Reduced progress gain for Machine Learning in general.

#Species Traits
- Thrifty, Charismatic, Domestic Protocols, Emotion Emulators traits for Mechanical Hybrid species now have the same effect as their vanilla version.
(Thank you, PDX! For allowing me to do this without overwriting another vanilla file.)

Opdatering: 13. maj 2022 kl. 9:31

#### 'Machine & Robot Expansion' Mod Patch Note ####
#Bug Fixes, Corrections
- Fixed a bug that designing a ship adds progress for Machine Learning repeatably. (This action should add progress only one time.)
- Malware asset will be added to Spynetwork when a month passes, if the Spynetwork doesn't have one.
(This fix is temporary until the 'on_spynetwork_formed' on_action trigger is fixed.)
https://forum.paradoxplaza.com/forum/threads/stellaris-the-on_spynetwork_formed-on_action-trigger-is-broken.1525048/

#Situation
- Now 'Finishing' First Contact will add progress for Machine Learning, instead of 'Starting' one.
- Using a Colossus Weapon now adds 1 progress for Machine Learning each time.
- Finishing First Contact: +1 -> +0.5 Progress for Machine Learning

Opdatering: 12. maj 2022 kl. 13:31

#### 'Machine & Robot Expansion' Mod Patch Note ####
Stellaris v3.4.2 Initial Update

#Espionage
- Espionage Operations now cost Influence to start rather than Energy Credits. Costs have been reduced by a factor of 10.

#Species Modification
- 'Bio-Genetics Mastery' AP: +1 -> +3 Machine Modification Points
- 'Biological Unique Case Analysis' Tech: +1 Species Modification Points -> +1 Species Trait Picks
- 'Customized Design' Tech: +1 Machine Modification Points -> +1 Machine Species Trait Picks
- 'Machinery' Tradition: +1 Bio-Mechanical Hybrid Modification Points -> +1 Bio-Mechanical Hybrid Species Trait Picks

#Building
- 'Maintenance Spire' Building is NOT limited by the number of Maintenance Drone pops now. (i.e. The building will provide 250 housing if there are 250 Maintenance Drones on the planet.)

#Jobs
- 'Hybrid Clone Replicator & Technician' Jobs show their cloning progress modifier.

#Civic
- 'Division by Zero' -> 'Machine Learning Algorithms' (Its effect and description are also changed.)
- 'Central Processing Core' Civic's icon has been changed.

Opdatering: 6. maj 2022 kl. 21:54

#### 'Machine & Robot Expansion' Mod Patch Note ####
#Bug Fix
- Loading a saved game will recreate essential countries (when they don't exist) for Ascension Perks or Civic of this mod.

Opdatering: 1. maj 2022 kl. 20:23

#### 'Machine & Robot Expansion' Mod Patch Note ####
#Correction
- Corrected the Merchant Ship's build cost and tooltip. (The ship requires only 600 alloys now.)

Opdatering: 29. apr. 2022 kl. 3:34

#### 'Machine & Robot Expansion' Mod Patch Note ####
#Bug Fixes, Corrections
- Added a fix event to reset the previous cloning progress of Bio Mechanical Hybrids. (wait a month in game time for it to have effect)

Opdatering: 28. apr. 2022 kl. 23:25

#### 'Machine & Robot Expansion' Mod Patch Note ####
#Bug Fixes, Corrections
- AI empires will not use the Distribute Research Gadgets decision on colonies with no calculator pop.

#Colony Designation
- Removed the Coordination Center designation from this mod. (As there is one like it in vanilla now.)

#Species
- Growth Required Scaling (the one in galaxy setup) now affects the total cloning progress required for a new Bio Mechanical Hybrid pop.
- Mass Produced Trait (for Bio Mechanical Hybrids): -1 -> -2 Trait Points, +15% Pop Assembly Speed -> +1 Cloning Progress per Month
- Rapid Breeders Trait (for Bio Mechanical Hybrids): -2 -> -1 Trait Point
- Organic Design Trait (for Bio Mechanical Hybrids): +1 -> +2 Cloning Progress per Month

Opdatering: 8. apr. 2022 kl. 3:09

#### 'Machine & Robot Expansion' Mod Patch Note ####
#Bug Fix
- Fixed a bug that Bio Mechanical Hybrids consume twice more consumer goods than they supposed to do.
(There were bunch of codes to fix a bug that they do not have consumer goods upkeep at all. And these now redundant codes were causing unexpected issue so I removed them all.)

#Event
- Both tooltips of the 'Birth of the Mechanical Hybrids' event mention about the planet modifier showing the current cloning process.
(I thought I have mentioned this in tooltip, and it turned out I haven't. Ooops, my bad.)

#Species
- Bio Mechanical Hybrids: 6 -> 7 Maximum Traits

#Policy
- Both gestalt and non-gestalt empires share the same 'Bio-Mechanical Hybrid Upkeep Control' policy now. (Which means, gestalt Bio-Mechanical Hybrids will have decreased upkeep than before.)

#Jobs
- Hybrid Clone Replicator & Technician: 4 -> 0 Energy Upkeep

Opdatering: 23. mar. 2022 kl. 3:57

#### 'Machine & Robot Expansion' Mod Patch Note ####
#Bug Fixes, Corrections
- Fixed a bug that Single Personality Programming special project failed to change the founder species. (thus forcing them purged)

#Changed
- Virtual Entertainment Complex district: +6 Entertainer job -> +4 Entertainer job
- Entertainer (for Virtual Reality Worlds ascension perk) job: +4 Empirewide Amenity -> +5 Empirewide Amenity

Opdatering: 16. mar. 2022 kl. 4:31

#### 'Machine & Robot Expansion' Mod Patch Note ####
#Deposits
- 'Anchored Arkship' and 'Research Laboratory' deposits (for 'After the Doomsday' origin) now provide unity instead of admin capacity.

#Pop Jobs
- 'Cultural Worker' job (for 'Voluntary Work' and 'Virtual Reality Worlds' ascension perks) is removed.
- 'Entertainer' job (for 'Virtual Reality Worlds' ascension perk) is added.
- 'Bureaucrat' job (for 'Voluntary Work' and 'Virtual Reality Worlds' ascension perks) now provides unity instead of admin capacity.

#Districts
- 'Virtual Entertainment Complex' district now provides 'Entertainer' jobs instead of 'Cultural Worker' jobs.
- 'Router' district now increases edict funds instead of admin capacities.

#Building
- 'Organic Sanctuary (Unity)' building is removed.
- 'Organic Sanctuary (Administration)' building is added.

#Civic
- 'Efficient Core' civic now reduces Empire Size Panelties instead of Empire Size from Pops.