Stellaris

Stellaris

New origins [For Stellaris 3.9.3]
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Update: Aug 1, 2022 @ 1:14am

Version 1.5.6.3

- Correction of the mess in the files (due to a reinstallation I had mixed two version, causing havoc in the empire starting scripts)
- Minor fixes

Update: Jul 27, 2022 @ 3:54am

Version 1.5.6.2

- minor correction

Update: Jul 26, 2022 @ 2:37pm

Version 1.5.6.1

- Fix for aquatic origin when using my mod reworked terraformation
- Change in code for aquatic deposits
- Lowered penalty applied to research for Hive origin (-10% now)
- Lowered hate modifier for other countries toward Hive origin
- Added habitability values for Hive origin (= more planets where they can live on)

Update: Jul 17, 2022 @ 8:48am

Version 1.5.6

- Fixed starting planet for Hive origin with broken districts
- Everlasting fixes

Update: Jun 7, 2022 @ 5:03pm

Version 1.5.5.9

Really minor changes, just for compatbility with Colossus weapon revisited

Update: Jun 5, 2022 @ 4:29pm

Version 1.5.5.7

Worked on deposit created with the aquatic origin.
- Fixed their number (gaia planets for fallen empire origin)
- Rewriten aquatic origin scripts for better coding


Other changes:
- Removed the limit of 1 origin for several of the new origins
- Added a compatibility with the mod Colossus weapon revisited. Now, the colossus weapon can destroy an asteroid habitat (only with this mod !)

Update: Jun 4, 2022 @ 5:14am

Version 1.5.5.7

Minor fixes

Update: Jun 2, 2022 @ 6:06pm

Version 1.5.5.6

- Changed scripted trigger (again compatibility with the mod reworked terraformation)
- Modifications for aquatic deposits

Update: Jun 1, 2022 @ 7:32pm

Version 1.5.5.5

Lot of changes detailled below have been made to introduce a new version of my mod New Origins - Reworked Terraformation. This mod introduces 16 new habitables planet class, so at final there will be, if you use it, 25 planet class. As I wanted to code that correctly, I have introduced several changes in the code.

  • Correction for localisations not displayed correctly
  • Added medium level for housing and industrial districts for aquatic origin (tropical planet class)
  • Added scripted triggers for several parts of codes. In other words, we have ameliorated the way we can change things if we use an other mod, and it was important for the mod I published today
  • Corrected districts displayed incorrectly when planet is not colonized (aquatic origin - city and industrial districts)
  • Moved parts of code to specific new files. This is specifically done for the mod I quoted at start

Update: May 27, 2022 @ 1:42pm