Stellaris

Stellaris

Stargate Contingency
Showing 11-20 of 112 entries
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Update: Jul 9, 2024 @ 9:06am

Update: May 27, 2024 @ 7:29am

-Enabled most sgu traits for machines for role playing reasons (except for asgard, vanir and wraith) The mod wont be balanced around this though and there might be bugs involved when playing a bio race as machines.

Update: May 26, 2024 @ 5:07am

-Fixed Vanir not being able to grow after taking their Ascension perk
-Turned limited exploration back on (vanilla value, should fix ai)

Update: May 25, 2024 @ 2:13pm

-Deleted file that was causing crash when observing vanilla weapons firing (Avatar)

Update: May 18, 2024 @ 1:20am

-Added 25% to minimum habitability floor for Asuran and Repliactor (now a minimum of 75% on all planets)
-Fixed hive alloy drones not producing anything

Update: May 14, 2024 @ 1:45am

Updated mod to 3.12

Update: Feb 14, 2024 @ 10:22am

-Ascension tech now cost more Psi but give technology instantly (instead of tech option)
-Reduced Leviathan Psi cost in the Ascension menu (Drake 20k->15k Stellarite 15k->12,5k Baby Drake 2000->1500)
-Halved Sangraal activation cost 50k->25k (Still wont be used in most games i guess)

-Ancient drones are no longer restricted from being put on stations and orbital rings (was an oversight)
-Ancient now gain 10% extra pop assembly speed

-Ori councilor position "Orici" removed
-Ori ruler now gains council trait "Orici" upon game start
-In addition to previous bonuses from council position Orici trait also makes the leader Immortal and increases exp gain by 50%
-Ori ruler starts the game at lvl 3

-Replicator Block damage now properly scales with target hull size like other torpedoes
-Replicator Block shield and armor penetration reduced by 25% (they cannot be shot down like other torps so they should not completely bypass defenses too)
-Replicator Devourer has been adjusted to mirror Replicator Blocks
-Moved Replicator Devourer from T slot to XL slot and scaled it down accordingly (now they can be equipped on battleshipsm while other vessels can use Blocks in G slot)
-Added Replicator Disintegrator in the T slot to replace Devourer (the only long range weapon the Replicators have, mainly for their stations and other static defenses)
-Replicators can now devour any basic habitable planet or gaia within border, even colonized ones
-Replicators no longer destroy colony upon devouring a planet (it just turns into a tomb world)

-Tau'ri Odyssey toned down so its not completely broken

-Goa'uld shield dome now only requires Shields 2 instead of Shields 3

-Jaffa now start with 1 additional energy (they needed a buff and this is obviously it)

-Fixed Wraith prescripted empire ruler missing starting trait

-Added predifined Necron empire
-Limited Lichdom government to empires with Necron origin
-Reduced Lichdom government ruler bonus 5->3 (with councilor bonus ruler total is still 5)
-Lich king now adds 0.02 flat Dark Matter per level to scientist jobs
-Lich king now adds 0.3 flat energy upkeep per level to scientist jobs
-Lich jobs research 5->10 and energy upkeep 10->25
-Dark Consortium can no longer be selected by Necron/Void/Asgard/Vanir
-Dark Consortium now only provides 0.01 Dark Matter per level instead of 0.02
-Dark Consortium now increases researcher energy upkeep by 0.2 per level
-Removed leader bonuses from adopting Grim Harvest Traditions
-Adopting Grim Harvest Traditions now unlocks Tomb World Creation
-Finishing Grim Harvest Traditions now unlocks Necrotic Shroud planetary decision
-Grim Harvest 5 now gives a fix 1 Lich job to Necropolis buildings, instead of giving 1 per 50 pops
-Grim Harvest 5 now reduces researcher upkeep by 25% (disabled discovery tradition tree so it does not stack)
-Necrotic Shroud no longer adds 25% resource production
-Necrotic Shroud now gives 1 Lich job / 20 Pops and further reduces researcher upkeep by 25%
-Added Necrotic Shroud edict that opens a menu
-Added Secrets of the Shroud sub-menu for technologies that cost Dark Matter
-Added Death Shroud tech that unlocks for 250 Dark Matter
-Removed Summon Death Wyrm decision
-Added Necrotic Powers sub-menu
-Moved Summon Death Wyrm to Necrotic Powers sub-menu

Update: Jan 26, 2024 @ 10:35pm

-Quickfix necron X shields showing up for all factions without researching them

Update: Jan 26, 2024 @ 12:36pm

-Moved "Dial Pegasus Gate" "Restore Atlantis" "Add 2nd ZPM" and "Add 3rd ZPM" decisions to the stargate event menu for the tauri
-Stargate Trade moved to the edict "Stargate Expeditions" (all missions will be listed in this menu)
-Stargate Trade and Stargate Teams will now trigger the previous menu when selecting options (more than one trade can be executed without having to open the edict again)
-Stargate Trade multiplied costs and payout by 5 except for ZPM (in order to speed up trading and avoid having to click too many times)
-Stargate Trade influence cost 15->100 (with payout multiplied by 5 effective influence cost 75->100)

-Added Necrons (an overtuned non SGU race based on vanilla necroids)

-Replicators have now a base chance of 50% to gain ships from wreckages (This modifier only scales with their AP which gives an extra 50% multiplicatively up to 75%)
-Replicators can now only research debris (would be op if they both got ships and alloys)

-Travelers have now a base chance of 30% to gain ships from wreckages (does not scale with anything currently)
-Travelers can now only salvage debris (Their lack of economy requires alloys and they do not need research)
-Traveler civic now also increases resources salvaged from debris by 25%
-Traveler now start on a habitat and can build habitats from game start
-Traveler can once again colonize (habitability only on space constructs)

-"Ascension Final Stage" AP now gives 3 effective councilor skill instead of 5 max leader level

-Ancient Titan weapon research now only shows up after battleships are researched
-Ancient now gain an additional scientist cap through their Traditions

-Asgard now gain an additional scientist cap through their Traditions

-Reduced Vanir DM Gun hull size dmg factor by 15% for all tiers
-Vanir Dark Matter Insitute now has a constant 30 energy upkeep once DM Production is researched and the science upkeep and DM production scales up with tech level.
-Max DM production from Institutes 12->3
-Base number of scientists from Institute 2->4
-Scientist jobs per Forbidden tech tier 1->2
(These changes will make it so building an Insitute on every planet is a good decision and will not ruin AI economy)

-Added defensive armies to each race
-Added "Unlock an Archeological site on Dakara" text to Secrets of Dakara tech
-Disabled all tiers of missiles (used to be only tier 1, and rest could be reverse engineered)
-Disabled Torpedoes for SG races since they have their own (except torp 1 which unlocks G ship sections)

Update: Dec 13, 2023 @ 11:41am

-Removed upkeep increase from SGU racial traits and rescaled them. (most other sources of production improvements will also increase upkeep to buff pop efficiency without giving free resources)
-Rebalanced SGU jump drives (ships were able to jump around too frequently and were hard to catch because of it. Being able to jump over defenses is already a big advantage.)
-Changed most Titanic and XL weapons to have 80% base accuracy down from 100% and adjusted damage values accordingly to retain the same dps
-Changed SGU PD weapons dmg against: HULL 115% -> 125% ARMOR -50% -> -25% SHIELD -50% -> -25%
-Increased SGU stike craft dps 48 -> 50
-Fixed Strike Craft not having an engagement range defined
-Fixed army buildings not showing up
-Fixed cloning facilities having an upkeep of 30 food/energy, now its once again only 7,5 to match vanilla jobs giving the same benefit

-Vanir can no longer build cloning vats, once Vanir Rebirth AP is taken, and all cloning vats are destroyed
-Vanir Rebirth now fully alleviates the debuff to their bio-growth
-Vanir capital planet bonus will add bio-growth instead of bio pop assembly once Vanir Rebirth AP is taken
-Vanir technologies that boost cloning speed now also increase bio-growth (before Vanir Rebirth AP the effect is counteracted by the default -200% growth penalty)
-Reduced range of Vanir Dark Matter Cannon, in return increased the base dps (should work better as a brawler weapon and bigger ships can now try to stay out of range)
-Added movement speed to Vanir ship computers (shorter DM Cannon range requires it)
-Added L slot weapon damage to The Lost Tribe finisher effect
-Removed Vanir Encryption and Decryption tech (bonus moved to Spy Academy technologies)
-Added icons for Vanir technologies
-Added icon for Vanir civic
-Removed cloaking from Vanir ship computers

-Nox received the cloaking modules and tech that the Vanir used to have to increase Cloaking Strength

-Asgard thrusters now give 125% move speed across the board (Battleships with 200% move speed were a bit too elusive especially with the long ranged asgard weapons)

-Ancient Chair now adds 25% XL slot weapon damage instead of 20% weapon dmg (it will boost the XL drones)
-Ancient Chair now adds weapon 25% fire rate
-Ancient Chair now adds 50% shield multiplier instead of a flat value (will be much stronger overall)
-Ancient Chair now uses 10000 power for bship and 25000 power for titan (It can only be realistically placed on ships with ZPM installed)
-Ancient Chair no longer gives armor hardening (The ZPM already gives 100%)
-Ancient Chair now costs 3x as much alloys and upkeep
-Ancient Lantean Heritage finish now also gives Cloaking 1 as a tech option along with drones.
-Ancient/Asuran/Ori can no longer research ZPM Integration tech
-Ancient/Asuran/Ori now automatically get ZPM Integration upon researching ZPM Construction
-ZPM Construction tech cost reduced from 75000 to 50000 to match ZPM Integration (Other races should not be able to install ZPMs before Ancients)
-Ancient Control Chair tech and module renamed to Control Chair

-Ori can now also research Control Chairs (they should be able to put their ZPMs to use)

-Asuran ship computers now give extra dmg instead of hull/armor regen (old bonus moved to tech)

-Replicator ship computers no longer give armor and shield hardening but they retain their regen bonus

-Wraith ship computers armor hardening halved and hull/armor reg moved to starting tech
-Wraith Regeneration tech hull/armor regen reduced from 25 -> 5% (was an oversight from 3.8 and gave 5x value, especially OP for a 6000 cost tech)