Stellaris

Stellaris

New origins [For Stellaris 3.9.3]
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Opdatering: 30. apr. 2022 kl. 17:12

Version 1.3.2.3

  • Added fix for asteroid stations that was sometimes defined as capital for an AI empire
  • Modified habitat habitability trait - now this is a trait avalaible only for void dwellers / children
  • Fixed a bug that could crash the program at the beginning of a game
  • Removed boosted start for Void Children - You can get better boosted start with my mod Advanced start
  • Added the possibility for Gateways masters to get an advanced start

Opdatering: 26. apr. 2022 kl. 17:18

Version 1.3.2.2

Minor fixes (can’t even remember what)
Change in the code for boosted start of the Void Children origin when played by the AI
Removed one trait white icon (primitive one used for syncretic)

Opdatering: 26. apr. 2022 kl. 0:23

Version 1.3.2.1

Minor fix for asteroid habitats
Added the generation of systems with crystal asteroids. These ones are rares.
Made that the caste system pops loose their bonus when they are owned by a country without this origin
Fix for starting fallen empire with asteroid station

Opdatering: 23. apr. 2022 kl. 17:32

Version 1.3.2

This update is centered around the Void children

  • fixed the fact that the AI was unable to manage Void children
  • fix for void children that had an incorrect starting stellar system
  • Void children cannot build mining and research stations
  • Void children cannot colonize / terraform / live on a planet
  • changes about habitats:
    • the build cost for habitat is now alloys 200, food 200 and consumer goods 200
    • the build time has been divided by 2
    • size of habitats are now 6 at base, 9 for advanced and 12 for habitat world
    • habitats can be built in orbit of planets that can be colonized and celestial body with mining or research deposit
  • void children can now create space stations in asteroids. it requires a constructor like for habitats:
    • the build cost for space stations is alloys 400, food 200 and consumer goods 200
    • size for space stations are 15 for the ones established in asteroids, 12 for the ones on a rare crystal asteroid and 10 on ice asteroids
    • space stations can’t receive upgrade at contrary of the habitats
    • space stations have more districts and their construction take more time than habitat (x2)
    • they get specific bonus depending of the main building level:
      • asteroid: +5 to +10 in commercial value
      • ice asteroid: +5% to +10% in food production and +5% to +10% for volatile mote production
      • crystal: +5% to +10% in crystal production
    • asteroids have more districts than habitats
    • habitats and space stations are colonized once the construction is completed
  • AI will get a boost at start (alloys + habitats) when playing void children.
  • increased the number of building slots avalaibles on habitats / stations to a max of 16. It can allow you to choose to not get perks you don’t want, or, if you play with 16 building slots, it will allow this origin to get the possibility to build 16 buildings in the habitats or stations.

Other:
  • icon change for all species traits specifics to an origin. They are yet displayed in white to clearly make them distincts.
  • Clone species nerf. From my tests, the species was too powerfull. So the clone vats bonus has been lowered and also only clone species can benefit from them

Comment:
First, asteroids are at the crossroad of a planet and an habitat. The districts are generated randomly, but you need to build the station (like for an habitat) to colonize the asteroid.
I had to lower the cost of habitats cause of the path followed for this origin. In fact, when I have forbidden them to colonize or live on planets, I made them with a strong disadvantage. Moreover, I accentuated it by forbidding mining / research stations. The goal was here to force the AI to use better the origin... but it was also something great for the background of this origin. So, I could not let this origin with habitat costs at 1200 cause, when I tested it, the AI was annihilated by other countries every time and soon in the game. Now the AI can compete. I must yet do more tests, but at least, from what I saw, the AI succeed to develop.
For the clone species, from my tests, this origin could develop too fast if we compared to others. This origin was dominating early in game all other origins. In other words, the origin was too strong. The origin is yet very strong. Also, I have forbidden AI to build robot factories when playing this origin. It is a non sense. However, I don’t want to forbid player doing it.

Next:
Time for playing the 2 last origin more seriously. I did intense tests with them. How do I test them ? simple, I let the AI playing them and I observe. Now, time for me to test them myself (can't wait playing void children) and see if that is balanced from my point of view. Also, I will pay attention to the clone species.
I did not give up the idea to write a script for pops of caste sytem origin that would be owned by an other country. The idea is to remove the specific bonus linked to the caste system in such situations.

Opdatering: 19. apr. 2022 kl. 1:46

Version 1.3.1

This update is centered on Clone origin

Clones origin

  • Added script to maintain leader portrait. This script is the same as the one used for Clone army origin
  • Added building "Original Matrix". This building is different than Clone army vats but achieve the same goal. Its characteristics are:
    • differences with clone army vats is that it is limited to 1 per planet
    • the buildings limit is fixed at 1 per empire but can be increased by 1 while adopting genetic engineering perks (engineered evolution and evolutionary mastery)
    • when construction is completed, it destroy the existing clone vat on planet
    • original matrix has a better assembly rate than classic clone vats. The assembly rate is dependent of the free housing and can go down to 0 if there is no more free housing
  • Now, without any clone vat (including Original matrix) the clone pops start to decline
  • Added bonus of 25% for ethic attraction (50% for clone army vanilla origin)
  • On colonization, clone origin country gets cloning vats
  • The clone origin forbids to adopt civic "permanent employment"

===========================
Other changes

  • world shaper ascension perk cannot be choosen by void children
  • coding change for several things. This has no impact on the game, it is just to code it better. This include:
    • sterility for clone species
    • impossibility to colonize / terraform planets for void children
    • impossibility to live on planets for void children
    • traits opposite
      The changes are also improving compatibility with other mods but again I cannot guarentee anything about that. In fact, I try to make it to overwrite the fewer vanilla files I can... but sometimes there is no other choices.


Nota: at start I wanted to make the Original matrix an upgrade of clone vats. Sadly I cannot do that and maintain an empire limit for the building as the game will count every clone vats + the original matrix to determinate if you have more building than the limit. And, if yes (which off course happens every time with a limit of 1 / empire) it deletes the original matrix.
So, the original matrix is not technically an upgrade. However, building one will destroy the clone vat on the planet. So, in fact it is an upgrade, but not coded like that due to limitations of the game.

Opdatering: 16. apr. 2022 kl. 20:17

Version 1.3

Added Void Children origin. This origin is at the crossroads of Void Dwellers and Shattered Ring. You start on a ring world and your species can only build habitats. They cannot live, at all, on planets. This origin will be the only one that can build habitats (except void dwellers if you have kept them) or learn how to build ring worlds (except if you have kept Shattered Ring origin).

Opdatering: 7. apr. 2022 kl. 6:09

Version 1.2.7.4

  • Has forgotten part of the code needed to allow normal gateways to delete ancients' gateways when built in same system
  • Correction on the script

Opdatering: 6. apr. 2022 kl. 2:37

Version 1.2.7.3

Minor fixes

Opdatering: 6. apr. 2022 kl. 1:10

Version 1.2.7.2

Added localisation for two items

Opdatering: 6. apr. 2022 kl. 0:09

Version 1.2.7.1

Minor correction in a file that had a major impact on gameplay
In fact, there was a bug that was forbidding to reactivate a gateway after a country with gateways masters origin was getting back an ancients' gateway.