Stellaris

Stellaris

New origins [For Stellaris 3.9.3]
Viser 41-50 af 81 forekomster
< 1 ... 3  4  5  6  7 ... 9 >
Opdatering: 27. maj 2022 kl. 1:09

Version 1.5.5.3

  • Correction for aquatic city planet
  • background change for cities from aquatic origin
  • code change in game rules for future version of my mod "reworked terraformation"
    This mod will introduce 16 new habitable planet classes, so I needed to change how rules are handled for aquatic origin and void children (colonization and habitable planets)

Opdatering: 23. maj 2022 kl. 18:39

Version 1.5.2.2

  • Changed picture for aquatic cities
  • Removed any habitability changes and reverted to vanilla settings. You can use the mod Reworked terraformation that can complete the experience with something I think better in term of habitability and terraformation.
  • Fixed deluge weapon for colossus. Now, the weapon won't kill pops with the specific trait of the underwater origin

Opdatering: 21. maj 2022 kl. 11:57

Version 1.5.5.1

Fixed background for Aquatic Ecumenopolis
Fixed icon for Aquatic Ecumenopolis

Opdatering: 21. maj 2022 kl. 9:38

Version 1.5.5

New origin: Aquatic
An origin that I wanted to do for so much time...

  • This species has cities underwater
  • This species get a bonus against bombardment (40%) but they need more time to build structures (+10%) and spend more resource to maintain them (+10% upkeep)
  • The species trait allow their armies to get a bonus while defending colonies and a penalties when attacking
  • They cannot live on planets of the classes arid, desert, savannah, nuked, artificial or even hive
  • As they live underwater, any non aquatic species cannot live in their cities. Usually, any conquered planet see its population emigrate as the new masters install their cities in the oceans

  • The species get specific bonus depending of the planet class
    • On oceanic:
      +10% food production
      -10% on house usage

    • On gaia, continental and tropical
      +10% food production

    • On alpine, tundra and arctic
      penalty of 10% on house usage

Others changes:
  • Bug fixes
  • The aquatic trait is, now, avalaible for Biological Aquatic species with starting colony Ocean. In vanilla game, it was avalaible for biologicals and lithoids that had,as starting colony, ocean. It was imposed to aquatic species that had ocean as starting colony.
  • Added ambient sounds for asteroid colonies
  • Removed the quantic catapult that was, in the last version, specific for slingshot origin (I plan to make an other mods that would sightly modify vanilla origins that I think need it)

    Please, report things that would not work as expected. This origin has really a different behaviour. It is like Void Children, so I am sure that I will have to correct things.

Opdatering: 17. maj 2022 kl. 18:43

Version 1.5

Void Children
  • Adjusted the bonus:
    • Habitats get a +20% bonus for trade value
    • Asteroids get a +20% bonus for alloys production
    • Ice asteroids get a +20% bonus for energy production but do not get industrial districts
    • Crystal asteroid get a +20% bonus for mineral production
  • Removed the perks arcology and master of nature for Void Children
  • Reworked starting script for Void Children
  • Changes on habitats / asteroids:
    • Asteroids have 25% chances to get commercial districts
    • Ice Asteroids have 50% chances to get mote or gas deposit
    • Crystal asteroids get crystal deposit and mining districts
    • All asteroids and habitats have a 15% chances to get research districts
    • If the asteroid has a trade deposit, then the asteroid will get commercial district

New Origin: United stellar system
  • Start on an ecumenopolis
  • Has colonized one other colony in their stellar system
  • The districts of the ecumenopolis can be built without any special resources and have a lighter upkeep. However, when you reach the tech that permits to build an ecumenopolis, this bonus vanishes

Other change
  • Quantum catapult tech is limited to star slingshot origin

Opdatering: 15. maj 2022 kl. 8:43

Version 1.4.4

Update to solve the problem about red laser that could be caused if you use a mod that overwrite game_start.txt event file.
However, let's be clear, I would not advice to play with a mod that conflict like that with my mod, cause several things really importants are done in the scripts of this file. Just one example, if you don’t use this file of my mod, the starting pops could not correct for the caste origin.

I made several minor changes (can’t really remember what).

Opdatering: 13. maj 2022 kl. 10:33

Version 1.4.3

Fix for names of Habitats
Minor fixes and corrections

Opdatering: 13. maj 2022 kl. 3:17

Version 1.4.2

Fix for crash caused by the mistake in the code for the expansion tradition

Opdatering: 12. maj 2022 kl. 16:25

Version 1.4.1

Modified a tradition for Void Children
Added two tech for Void children (replace cryostasis)
Added bonuses for habitats and asteroids (energy, minerals and alloys production)
Lowered penalty to research technology for The Hive
Updated for 3.4.2

Opdatering: 7. maj 2022 kl. 5:22

Version 1.4

  • Added an opinion modifier for machines against robot haters

  • New origin: Hive
      This origin has a strong penalty on research. They can't get technologies related to the titans, juggernault and colossus perks. Their tactic is to send fleet with lot of ships. They work like machine terminator (no claim, no diplomacy), but with an hive mind species. Every species that fall in their hands, will be devoured, demantled or recycled. They start on an hive world.

  • Correction for Clone species origin: fixed the missing localisations (result of a test that I had forgotten to revert entirely)

  • Correction for the Void children
    • tweaked the AI budget decisions and personalities
    • put districts habitats for the asteroids.
    • added a bonus for alloys / mineral production for capital buildings. This bonus applies only for the void children origin
    • techonologies added to replace the ones related to the orbital stations

    Let’s say it. I have spent several days at trying to fix the asteroid districts for the void children. I have succedded to manage everything, except the most important... telling the AI to use an automation scheme. It seems like hardcoded (or I missed something). The result was that the AI was unable to choose the buildings needed. Worst, if one building was built on an asteroid, the AI was destroying it... So I had no choice than removing the asteroid system. It was working great for humans, and I have to admit that I loved it, but not for the AI. The goal is yet to get fully functionnal origins.
    I will yet check if all is balanced, especially the new origin, The Hive