Stellaris

Stellaris

40k Age of Indomitus
Viser 11–20 av 59 bidrag
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Oppdatering: 10. mai @ 6.42

UPDATED TO (4.0) OR (4.0.6)

(Added Macro Cannon I-V S,M,L) Ship Weapons

(Added Nova Cannon I-III XL) Ship Weapons

(Added Lance Batteries I-V S,M,L) Ship Weapons

(Removed all Army component techs for armies expect for predator tank and storm razor) Imperium Only

You guys will fucking love this one haha
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(Reduced Army techs to under 20 For the imperium across 4 tiers)

(Reduced Army techs For Eldar across 4 tiers)

I'll follow up with these tech number tone downs now that 4.0 is out. Necrons likely wont get one given their lack of army content overall same thing with tyranids.

Something to note about the following lists is that I have found 100 workforce is equal to one pop.

IMPERIAL BUILDINGS

(Adjusted Jobs for Administratum. Inquisitor from 2 to 30, Bureaucrat from 5 to 500 "Workforce" )

(Adjusted Jobs for IOM Fortress. Militarum From 3 to 300 "Workforce" )

(Adjusted Jobs for Manufactorium. Electronics Manufacturer From 3 to 300, Military Artisan 3 to 300, Foundry from 2 to 200 "Workforce" )

(Adjusted Jobs for Librarium. Librarians From 10 to 400 "Workforce" )

(Adjusted Jobs for Mausoleum. Culture Workers From 5 to 250 "Workforce" )

(Adjusted Jobs for Arbitratorum. Enforcer From 5 to 300 "Workforce" )

(Adjusted Jobs for Generatorum. Technician From 5 to 300 "Workforce" )

(Adjusted Jobs for Plasma Generatorum. Technician From 10 to 500 "Workforce" )

(Adjusted Jobs for Cellarion. Bureaucrat From 3 to 150, Merchant from 5 to 250 "Workforce" )

(Adjusted Jobs for Navy Recruitment. Militarum From 5 to 250 "Workforce" )

(Adjusted Jobs for Machine Cult,

- Arch Magos from 1 to 80

- Magos from 2 to 60

- Enginseers from 5 to 250

- Skitarii from 10 to 300

- Servitor from 15 to 500 "Workforce" )

Note: Balance may be questionable likely will be adjusted later.

(Adjusted Jobs for Promethium Refinery. Promethium Miner From 3 to 150 "Workforce" )

(Adjusted Jobs for Factorum. Artisan From 5 to 300 "Workforce" )

(Adjusted Jobs for Chapel Barracks. Genetor From 1 to 80 "Workforce" )

ELDAR BUILDINGS

(Adjusted Jobs for Forbidden Library. Librarian From 10 to 400 "Workforce" )

(Adjusted Jobs for Spiritspire Dharquese. Seer From 2 to 250, Ghost Warrior from 10 to 400 "Workforce" )

(Adjusted Jobs for Holy Foundry. Foundry From 3 to 300 "Workforce" )

(Adjusted Jobs for Craftworld Fabricator. NO CHANGE )

(Adjusted Jobs for Eldari Workshop. NO CHANGE )

DARK ELDAR BUILDINGS

(Adjusted Jobs for Dark Factory. Artisan From 5 to 400 "Workforce" )

(Adjusted Jobs for Slave Chamber. Breeder Slave From 2 to 200 "Workforce" )

(Adjusted Jobs for Soul Cage. NO CHANGE )

(Adjusted Jobs for Plasma Generator. Technician From 5 to 450 "Workforce" )

(Adjusted Jobs for Thermo Plasma Forge. Foundry From 5 to 300 "Workforce" )

(Adjusted Jobs for Haemonculus Laboratory. Haemacolyte From 8 to 600 "Workforce" )

(Adjusted Jobs for Wych Cult Arena. Wych From 5 to 300 "Workforce" )

(Adjusted Jobs for Kabal Fortress. NO CHANGE )

NECRON BUILDINGS

(Adjusted Jobs for Dormant Monolith. Triarch From 1 to 100, Necron Warrior From 5 to 400 "Workforce" )

(Adjusted Jobs for Energy Core. NO CHANGE )

(Adjusted Jobs for Plasma Monolith. NO CHANGE)

(Adjusted Jobs for Thermo Plasma Monolith. NO CHANGE )

(Adjusted Jobs for Forbidden Archive. Researcher From 10 to 400 "Workforce" )

(Adjusted Jobs for Summoning Core. Nemesor From 2 to 60 "Workforce" )

(Adjusted Jobs for Greater Summoning Core. Nemesor From 5 to 150 "Workforce" )

(Adjusted Jobs for Gauss Turret. Necron Warrior From 1 to 100 "Workforce" )


ORK BUILDINGS

(ALL GOT WELL OVER 500 WORKFORCE NO NEED TO LIST HERE, MATCHING PRE 4.0 CHANGES)


TAU BUILDINGS

(IM GETTING LAZY AND CANT BE BOTHERED LISTING IT ANYMORE, IT GOT BUFFED THO)

TRYANID BUILDINGS

(ALL BUFFED TO MATCH PRE 4.0 WORKFORCE CHANGE)

CHAOS BUILDINGS

(ALL BUFFED TO MATCH PRE 4.0 WORKFORCE CHANGE)



(Added "Basic Construction" Tech for early buildings such as Residence, Mausoleum, Cellarion) (IMPERIUM)

(Added 1000 Amenities to Administratum Building )

(Adjusted Agri World jobs count from what was 5 pops to now 8 so 800 "Workforce" for each district.)

(Adjusted pop immgration for Shrine Worlds from 5% to 50%)

(Added 4000 Pop Housing to Residence)

(Added 2500 Amenities to Residence)


(Rewrote 4.0 District Changes)

^ This part wasn't hard per se but really really time consuming adjusting so many numbers, I'm pretty sure ill hit the steam character limit if I attempted to list them if there is one.

Also cleaned up some bracket issues that the game must have been ignoring before 4.0 with some districts mainly Imperial.

(Rewrote 4.0 Job Changes)

^ Minimal changes here

(Rewrote Tech files)

^ To an extent I have read and suspected that they changed some logic behind how the engine reads and these tech files were plagued with bracket errors and bad tech categories along with some tech categories being straight up removed.
by far the thing a spent the second most time on. I suspect that with these errors being almost annihilated that you should come across less issues than pre 4.0

To sum it up this update was very LARGE in terms of changes to this mod stat wise and like I said before I cant list them all here its simply too much. but as with every update if you find anything missing something not making sense let me know so I can fix it.

( Version 1.3.4 ) Questionable balance

Oppdatering: 27. des. 2024 @ 19.00

( Fixed ai_weight showing in decision section )

( Fixed ai_weight and cost errors within building screen )

( Fixed ai weights for Necron buildings )

( Added Icons for Imperial Armies )

Note: working on the health bar by shifting it to the right side as a line as opposed to a circle. I'm testing this currently, as the health bars for armies within planetary combat have the health bar centered on their icon as you'll see.

( Fixed Necron Government Issue on creation)

Note; This was not really a fix it was always working but required Machine age for individual machines for it to work correctly. did also clean up some bracket errors

( Version 1.3.3 )

Oppdatering: 31. okt. 2024 @ 21.27

( Added allow conditions for capital buildings and governments for Generatorum building)

( Added allow conditions for capital buildings and governments for Residence building)

( Added allow conditions for capital buildings and governments for Cellarion building)

( Added allow conditions for capital buildings and governments for Legionary Statue building)

( Added allow conditions for capital buildings and governments for Promethium Refinery building)

Counts all VANILLA planet admin buildings.

(Version 1.3.2)

Oppdatering: 31. okt. 2024 @ 21.18

Pushed forward, slight edit to one building.

Oppdatering: 11. okt. 2024 @ 17.53

( Added allow conditions for capitals and administrations for plasma generator)

Counts all VANILLA planet admin buildings.

(Version 1.3.1)

Oppdatering: 5. okt. 2024 @ 22.54

(Fixed potential for Imperial Mausoleum) (Building)

(Fixed potential for Imperial Factorum ) (Building)

(Fixed potential for Imperial Plasma Generatoum ) (Building)

( Changed Astra Militarum Recruitment Center jobs from Soldier too Militarum Jobs )
DOES NOT CHANGE ANYTHING RELATED TO ARMY RECRUITMENT.

(Changed Name of Job "Gene-Technician" to "Genetor" ) - This is the name of the job for Gene-Seed.

(Changed planet limit of Machine cult to 1 )

( Added Promethium Refinery Building )

( Added Job, Arch-Magos )

( Added Job, Magos )

( Added Job, Promethium Miner )

( Added Job, Skitarii )

( Added Job, Logis )

( Added Job, Enginseers )

( Added Job, Servitor )

( Added Enginseers jobs to Plasma district for Mechanicus forge world )

( Added Servitor jobs to Material processing district for Mechanicus forge world )

( Added Arch-Magos, Magos, Skitarii, Enginseers and Servitor jobs to the Machine Cult building)

( Added all icons for the above Jobs )


(Version 1.3.0)

(Stable Build, Resource balance correcting slowly)








Oppdatering: 24. sep. 2024 @ 2.49

(Fixed errors within Necron jobs file)

(Fixed Ai weights, changed from left over drone code to normal worker, specialist, ruler triggers for Necron jobs)

( Adjusted Greater Summoning Core Icon)

( Adjusted Summoning Core Icon)

( Adjusted Dormant Monolith Icon)

( Added 4 Necron warrior jobs to Dormant Monolith)

( Removed 4 Necron warrior jobs from Gauss turret adjusted to 1 Necron warrior job per turret)

(Version 1.2.9)

(Stable Build, Resource balance questionable)


Oppdatering: 22. sep. 2024 @ 22.38

( Fixed Summoning Core bracket errors, on building)

( Fixed Greater Summoning Core bracket errors, on building)

( Added Functional Ork world Districts stat balance will need adjusting)

- Primitive shacks

- Open Mines

- Scrap Yards

- Hunting grounds

These districts do encounter an issue On game start and will throw resources out for a few seconds so you technically start at a disadvantage. Possible bug - Investigating this

(Version 1.2.8)

(Stable Build, Resource balance questionable)





Oppdatering: 21. sep. 2024 @ 20.09

(Fixed building flag triggers of potentials, swapped from origin check to country flag check)

Imperial Buildings only

(Version 1.2.7)

Oppdatering: 20. sep. 2024 @ 19.58

Previous Change log mentions these same stats

(Fixed an issue with missing brackets on the navy recruitment center)

( Fixed Shrine world Decision not working)

( Fixed an issue with no icon displaying on "Imperial planet designation" ascension perk)

( Added Static Planet Modifiers for Classes)

This includes all the same stats they previously had.

( Added 7 new Origins)

( Added 88 new buildings)

( Added 39 New jobs)

( Added 3 new decisions for Tau planet classes)

(Added 500 ish Technologies for buildings and armies)

( Added 8 New strategic resources)

( Added 8 new districts for Dark Eldar and Chaos Worlds)

( Added Solar System Initializer For Dark Eldar)

( Removed maps yet again 3.13 broke them, was causing crashes on game start)

( Removed Immortality from all imperial leaders expect for the Emperor trait)

( Gutted all starting army modifiers on The great crusade Origin)

( Nerfed "The emperor Protects" Trait removed army Modifiers)

( These New buildings and techs may still require balance adjustments in up coming patches)