Stellaris

Stellaris

ACG Return of the Ancients
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Update: Nov 19, 2024 @ 11:58pm

*Update for Stellaris 3.14.*

Update: Sep 13, 2024 @ 11:40am

*(reupload) Update for Stellaris 3.13.*

Update: Sep 13, 2024 @ 11:30am

*Update for Stellaris 3.13.*

Update: Jun 26, 2024 @ 12:33am

MAJOR ACG UPDATE that requires a new game
... if you want to use your old save games please use this ACG legacy mod version for 3.11.*

**** Includes full update for Stellaris 3.12.5 and Machine Age DLC

**** New additional ACG Menu option added
* for removing and disabling hyper relays (will improve mid-/late game performance)

**** Tech Cost Research: Overhauled
* completely reworked research progression costs
* after patch 3.11 techs didn't show the correct numbers that have been set by modders for tech costs because vanilla devs implemented a background formula that increases tech costs more than the numbers chosen by modders
* i found out what's the formula that has been used by vanilla devs and which was working in the background and i adjusted all tech costs accordingly
* as a consequence ACG will show (again) the tech progression that has been in place before 3.11 patch was released

++++ IMPORTANT:
++++ recommended tech cost gameplay settings (pre game start setting) after tech cost adjustments: 1 (or slightly higher if you prefer a bigger challenge) => no need for choosing lower tech cost settings anymore
++++ recommended midgame crisis year: 2300
++++ recommended lategame crisis year: 2400

Pirate Ships (non-playable faction): Improved
* improved pirate ships graphics based on reworks by Zeß (new textures + no rocks on ships)
* added ACG improvements like more target locators etc.

Synthetic Shipset (playable): Overhauled
* improved and reworked existing graphical models
* added new graphical models based on ACG shipclasses

Cybernetic Shipset (playable): Overhauled
* improved and reworked existing graphical models
* added new graphical models based on ACG shipclasses

Nanite Ships (non-playable crisis faction): Reworked
* improved nanite ship graphics by adding more target locators (19 for each ship)
* improved nanite factory graphics by adding more target locators (37 for nanite factory)
* overhauled nanite starbase graphics by replacing ugly vanilla generic starbase design with nanite factory graphic design (incl. 37 new target locators)
* reworked nanite fleets: a lot of small nanite swarmer ships (weak defense but strong offense) added by replacing interdictors and overhauled mothership components and graphics
* added more custom unique nanite components and replacing some old ones

Nanite Swarm (playable Tradition Path): Overhauled
* removed option to build Nanite Swarmer and Nanite Interdictor ships by shipyards within starbases
* added new Nanite Swarm events which lead to building a Nanite Swarm Factory in space
* Nanite Swarm Factory will automatically build Nanite Swarm fleets consisting of a lot of small Nanite Swarmer ships and some big Nanite Swarm Motherships as soon as enough nanite and military manpower resources are available
* Nanite Swarm Factory fleet size will dynamically get bigger or smaller depending on current stockpile of Nanite Resources and Military Manpower available
* Nanite Swarm Factory will also dynamically adjust the use of Nanite resources and military manpower for building those fleets
* Nanite Swarm Factory will stop producing nanite fleets once 100 % naval capacity was reached or crossed
* over time with increasing nanite resource income you will be able to spawn huge Nanite Swarm fleets
* overhauled Nanotech Cauldron planetary building: with vanilla this building does only produce alloys by using energy and nanites. with ACG this building can either produce alloys by using energy and nanites (like vanilla) OR it can produce nanites by using energy and alloys (new)
* added new policy to enable player (and AI) choice for dynamic production focus of Nanotech Cauldron planetary building (either focus production of alloys or nanites)
* reworked Unstoppable Swarm council agenda to fit into ACG
* added new additional nanite technologies
* overhauled nanite traditions
* added new custom unique Nanite Swarm Ship Component Set with new unique weapon graphics
* improved Nanite Swarm Ship Graphics

Cosmogenesis (playable new crisis faction): Overhauled
* replaced vanilla fallen empire ship models with my own new custom made cosmogenesis fallen empire shipset with improved graphics (based on ACG Return of the Ancients expansion)
* replaced vanilla fallen empire ship classes with my own cosmogenesis ship classes: 6 ACG custom made shipclasses instead of old 3 vanilla fallen empire shipclasses
* added new unique Cosmogenesis component set incl. new unique weapon graphics, icons and more
* reworked and overhauled the crisis perks, progression, icons, events and more related to cosmogenesis
* added new ship efficiency gameplay mechanic for balanced progression for cosmogenesis players (based on ACG Return on the ancients ship efficiency module)
* added new cost for cosmogenesis ships: dark matter
* added new technologies and new features for producing dark matter (only available for cosmogenesis players): researchers and neural chip pops will generate dark matter
* .. and more

Fallen Empires (non-playable crisis factions): Overhauled
* reworked and improved all fallen empire (=fe) fleets by replacing vanilla fe ship models with my own
* adding new fe ship classes based on the ACG expansion mod replacing old vanilla fe shipclasses
* updated fe fleet composition incl. fe spawning fleets and fe reinforcement fleets
* updated ACG unique fe component sets
* overhauled techs that you receive as gifts from fallen empires (more techs and more like a progression based on your current tech tier status quo)

Cetana Crisis Shipset (non-playable new crisis faction): Overhauled
* improved vanilla graphical models
* reworked cetana queen mothership graphics (added more weapon turrets and more)
* added completely new custom unique component set for all cetana ships incl. unique weapon graphics
* overhauled techs that you can receive via events from Cetana (more techs and more like a progression based on your current tech tier status quo)

Other Content
* changed Psionic Shield and Psionic Barrier costs - removed alloy cost and added military manpower cost instead since those shields are basically created by psionic abilities of crew members
* added 3 new technologies for improved military manpower production from soldier/warrior drone jobs

Other Graphics
* Improved several ship exhaust trails (especially for supercarriers but also occasionally other shipclasses)
* Replaced Offspring Aura icon with a new ACG icon
* improved some autocannon/pd graphics

Fixed vanilla graphic bugs
* missing exhaust trails for synthetic battle ships vanilla bug fixed
* nanite swarmer and other ship's graphics bugs where the ship scaling would increase during death animation vanilla bug fixed
* and more vanilla bugfixes

ACG: Return of the Ancients (optional ACG Expansion mod)
* new fallen empire T1 buildings will become available during late game via event
* new fallen empire T2 buildings will become available during late game via research after previously mentioned event happened
=> for everybody who wants to play as a fallen empire player without playing cosmogenesis crisis

Update: Mar 2, 2024 @ 7:25am

*Update for Stellaris 3.11.1*

Update: Dec 5, 2023 @ 11:43am

[copied from ACG main mod changelog]
MAJOR ACG UPDATE FOR 3.10.* and ASTRAL PLANES DLC - NEW GAME REQUIRED
... if you want to use your old save games please use ACG legacy version

**** ACG main mod + ACG submods
*added full compatibility for Stellaris 3.10 and new ASTRAL PLANES DLC

**** New gameplay features
*New gameplay mechanic and resource added: MILITARY MANPOWER (for more information please join the ACG Discord Server - Dev Diary Channel[discord.com])
*Reworked ACG crew ship components

**** Gameplay Adjustments + Graphics Reworks
*Completely overhauled and reworked Juggernaut ship models graphically, as well as content related (for more information please join the ACG Discord Server - Dev Diary Channel[discord.com])
*ACG Supercarriers are now 4 section ships instead of previously 1 section (leads to cleaner overview within ship designer)

**** Graphics
*Major improvements for missile graphics + minor improvements for torpedo graphics
*Graphically upgraded Prime PD capital ship component
*REMOVED previous Dark Blue UI theme

**** Balance
*improved AI budgeting and economical behavior with a higher focus on leader, ship and starbase spending
*rebalanced all new leader traits related to warfare/ships/ship stats/combat etc. (consistent with previous ACG adjustments)
*stopped AI from spamming new stellaris orbital habitats (consistent with previous included stop for AI habitat spamming)

EDIT: new additional required mod to use together with ACG:
UI Overhaul Dynamic - Extended Topbar

MOD LOADING ORDER:
a. other mods
b. UIOD
c. UIOD Extended Topbar
d. ACG
e. ACG Return of the Ancients
f. ACG Icons UI Addition
g. ACG Comp. patches and ACG Revert mods

Update: May 19, 2023 @ 4:50am

[copied from ACG changelog]
MAJOR ACG UPDATE FOR 3.8.* and Paragon DLC - NEW GAME REQUIRED
... if you want to use your old save games please use ACG legacy version

**** ACG main mod + ACG submods
*added full compatibility for Stellaris 3.8 and new Paragon DLC

**** New feature
*added new feature available via policy for choosing to focus defensively either on armor or shield (or both equally like before) and to focus offensively either on explosive, kinetic or energy weapons (or all equally like before). choosing a defensive or offensive focus policy will increase the chance of auto-designer picking such components - this is also working for starbases BUT only if you upgrade them and if you change your policy then you need to click on the auto-design option for ship designer for those changes to be applied (this seems to be hardcoded - can't do anything about it). last but not least if you choose an offensive focus then your chance of getting more weapon technologies of that kind f.e. explosive increases as well => you want to create a starbase with only armor and only explosive weapon components? => no problem anymore

**** Balance
*rebalanced all new leader traits that are related to warfare and economics of ships, starbases, starbase buildings, modules and so on. all in all those traits will be less overpowered and imbalanced with ACG compared to vanilla
*Due to feedback received i decided not to increase the leader cap for now. This might be changed over time if i receive more feedback
*slightly increased fallen empire strikecraft damage. this way fallen empire strikecraft will still be slightly better than the new paragon DLC skrand strikecraft

**** Graphics
*changed zoom step when entering system to be somewhat more far away compared to before which was closer
*graphically reworked and improved paragon DLC ships, i.e. added 21 target locators (vanilla = 0), reworked texture files and so on
*reworked UI to be in line with ACG and UIOD

Update: Apr 25, 2023 @ 1:25pm

[copied from ACG changelog]
MAJOR ACG UPDATE FOR 3.7.* - NEW GAME REQUIRED
... if you want to use your old save games please use ACG legacy version

**** ACG Return of the Ancients
*unrest event file was moved from ACG into ACG Return of the Ancients for compatibility reasons
*implemented new restrictions for fallen empire origin empires that will prevent other empires from using their components when they are in a federation with them
*for non-machine FE origin players: hidden curator vault planetary deposit will still be available after restoring the eucomenopolis on the capital homeworld
*civics eager explorers was overwritten so this civic can't be chosen with acg fe origins
*added new cloaking components for ancient fallen empire origin players (only available to first contact dlc owners) that will enable those fallen empire players to start with cloaking abilities!

**** ACG main mod + all submods
*added full compatibility for 3.7.*
*adjusted ship designer UI in order to make ACG better compatible with UI Overhaul Dynamic and Stellaris
*added one auxiliary slot to corvette late game bomber variant (this will enable cloaking option for first contact dlc owners)
*all archaeo weapons do have their own unique new icons, weapon graphics and animations (purple color) now consistent with ACG (in vanilla many weapon graphics are simply the same like other already existing weapon graphics)
*added new XL archaeo laser beam weapon
*added new archeo late game technologies that further improve archaeo weapons and archaeo components to be basically on par with or even slightly better than many of the best weapons and ship components in game (except fallen empire tech, which is still the most powerful)
*added new custom archaeo strikecraft variants (fighters, bombers and different variants for different ship sizes) consistent with ACG - not only one variant like in vanilla
*rebalanced all archaeo weapons and components in order to fit well into the ACG gameplay experience
*with max tech archaeo components can be better than Tier 10, sometimes even better than dark matter tech. however, it will still be weaker than fallen empire tech and there is less choice for archaeo components compared to non-archaeo components
*removed archaeo missile and archaeo mass accelerator component (replaced their archaeo techs with other beneficial techs)
*added better AI behavior when it comes to choosing the right archaeo components at the right time

Update: Feb 27, 2023 @ 1:10am

[copied from ACG changelog]
[save-game compatible] .. but if you are using ACG Return of the Ancients then starting a new game might be beneficial
UNSCHEDULED HOTFIX

**** Bug Fixes
*fixed bug for "ACG Return of the Ancients" submod where you would not get enough districts for mining, energy and food after starting the game on your ruined home world
=> if you already started a game and managed to survive despite this disadvantage of not having enough districts on your ruined homeworld, then you do not necessarily need to start a new game. you can continue your save-game if you want to. but if you want this fix (i.e. more districts on starting homeworld for ACG Ancient Empires) to be applied in game then you need to start a new game ... thanks to Mitsuha for letting me know about this
*fixed typo mistake where i wrote "Loose Access" instead of "Lose Access" ... thanks to Devidose for pointing this out

**** Compatibility
*moved a file from ACG main mod into the ACG Return of the Ancients submod. This was done in order to only make ACG Return of the Ancients incompatible with another mod and not both mods (i.e. the main mod ACG and the submod ACG Return of the Ancients).

Update: Feb 24, 2023 @ 12:51pm

*initial upload

for more information please check out this mod's description + the ACG main mod changelog