Stellaris

Stellaris

Fight For Universe: Infinite Legacy
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Update: Jun 4, 2019 @ 1:49am

  • Basic terraforming list text fix: now it properly shows requires strategic resources.

Update: May 11, 2019 @ 8:00am

  • Fixed bug where Planetary Defense Weapons were firing, while planet was occupied.
  • Added Defenses Integrity Bonuses to Pacifist Ethics (+200%) and Fanatic Pacifist Ethics (+500%).
  • Changed "species_can_live_on_planet" rule: now pops need at least habitability trait of same tier to "live" on the planet with hazardous environment.
  • Fixed pop jobs trigger. In some cases automatons weren't assigned to work that they should be doing.
  • Fixed "Unemployed Benefits" event that was triggered due to unemployed Automatons.
  • Fixed "Planetary Defense Operator" job upkeep triggers to ensure that they are pop scoped where needed.
  • Improved job triggers for robotic pops. Now it is possible for them to work at more proficient jobs if correct traits are present. However, Automatons can never occupy ruler jobs, only normal Robots with correct technologies.
  • Owners of Mechanist Civic now also can build normal robotic pops, not only automatons. First robot or automaton in empire can be spawned via planet's decision system.

Update: May 3, 2019 @ 11:33pm

  • Another texture hotfix.
  • Small encyclopedia improvement.
  • Breaks currently saved games a little bit (all defense statuses and integrity indicators will disappear). To fix it, in your save file, you need to change all strings "planetary_defense_" to "planetary_defenses_" and "planetary_shield_int_" to "planet_def_integrity_" and everything will continue working without problems.

Update: May 3, 2019 @ 8:10am

  • Icons hotfix.

Update: May 3, 2019 @ 7:55am

  • Implemented Cyrillic version of original style fonts. Making new interfaces compatible with two different fonts was becoming a bothersome.
  • Fixed exploit that allowed players to build a lot of pop production buildings. Now each additional pop production building costs twice as previous one.
  • Fixed error with Planetary Weapon Operator jobs requiring consumer goods for machine and hive empires.
  • Implemented mini-encyclopedia (in English & Russian) how defenses integrity, orbital bombardment and planetary defenses work. Can be accessed via top-right interface buttons.
  • Implemented Detailed Integrity Information Mechanism that allows you to see exact integrity numbers of your planets and planets that you're currently bombing.

Update: Apr 4, 2019 @ 4:38am

  • Updated mod (and Full HD interface) to be compatible with Stellaris 2.2.7 (ea03).
  • Reduced consumer goods boost from Conservational traits.
  • Reduced housing multiplier boost from Communal/Jointed traits.
  • Fixed missing technological dependencies for some technologies.
  • Partially implemented Energy Era technological dependency.

Update: Mar 25, 2019 @ 6:46am

  • Mechanist Civic now also available to the Corporate Authority empires too.
  • Fixed critical bug in ethics file that caused extreme lags and was forcing game to take 5-10 seconds to process each in-game day. Special thanks goes to user under nickname "Vinixsan" from discord channel. This bug was plaguing my mod for at least year, yet no indicators were showing what is the reason for such lag. Source of the lag was discovered accidentally. Basically, completely legitimate modded code (that caused no errors on loading) was cauing such lag. To be precise, because I changed costs of ethics, such lag was happening. But now it is finally gone.

Update: Mar 24, 2019 @ 9:51pm

  • Removed all MIP maps from (.DDS) texture files in the mod.
  • Removed potential lag-causing code from the ethics file.

Update: Mar 24, 2019 @ 12:05am

  • Updated mod (and Full HD interface) to be compatible with Stellaris 2.2.6 (8645).
  • Removed limit for Titan-class ships.
  • Limit for Colossus-class ships increased to 5.
  • Added unique icons for each Reactor Type and Size.
  • Improved "colonizable" planet spawn chance for main and neighbor starting systems.
  • Finally fixed error that prevented AI from building colonization (and other "civilian") ships.
  • Fully reworked Expansion Planner. Now it shows relevant district types on planet and allows to sort by them.
  • Reworked Planetary Bombardment yet again (to reduce lag during bombardment): now Dynamic Orbital Bombardment performed every 25 days (25 days are needed to "reload" bomb bays). To compensate for reduction, now every effect triggering is attempted a couple of times (depends on payload).

Update: Mar 10, 2019 @ 11:18pm

  • Updated mod (and Full HD interface) to be compatible with Stellaris 2.2.5 (05d3).
  • Increased size of tool-tips interface a little bit.
  • Corrected strategic structures research dependencies.
  • Categorized existent strategic structures more appropriately.
  • Corrected market interface to show all resources at Galactic Market.
  • Fixed AI empires not researching colonization technologies properly.
  • Updated textures for Environmental Stabilizer strategic structure.
  • Updated textures for Global Environmental Control strategic structure.
  • Added new fabrication structures that allow to produce strategic resources for quite steep price.
  • Added new strategic structure Planetary Force Field Emitter: increases planet's defensive capacity. Limited to 5 per planet.
  • Added new strategic structure Interstellar Force Field Projector: increases defensive capacity of all planets in the empire. Limited to 1 per empire.
  • Added new strategic structure Interstellar Expansion Center: increases administrative capacity slightly. Limited to 1 per planet.
  • Added new strategic structure Interstellar Expansion Bureau: increases administrative capacity greatly. Limited to 1 per empire.
  • Completely reworked terraforming system. Now it has 2 stages. 1st only deposits strategic resources required for terraforming and 2nd stage starts terraforming process itself. Any attempt to use in-game pause to cheat game to use resources that player don't have, forces heavy deficit penalties onto the empire. It should be noted that once 1st stage of terraforming initiated, terraforming can't be changed unless 2nd stage is finished as well.
  • Added new terraforming links that allow you to "purify" volatile worlds (such as Cybernetic, Infested, Nuked and Shrouded) into Molten/Frozen/Toxic before continuing terraforming them into less hostile and more habitable planets.
  • Added terraforming links that allows you to terraform Shielded World into Gaia World and vice versa. If Gaia World is terraformed into Shielded World, it inherits Gaia World's perfect habitability environment, thus allowing you to create "ideal" Shielded Planets.