Stellaris

Stellaris

Fight For Universe: Infinite Legacy
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Update: Feb 18, 2019 @ 10:23pm

  • Made partially working Expansion Planner to seem less useless. Replaced district icons with simple information regarding how much districts can be added per deposit.
  • Added forgotten AI modifiers to more difficult level AI empires. Now they should be a way more decent and balanced against players.
  • Fixed found grammar mistakes and errors (thanks goes to the Kainess and Revanchist).[/list]

Update: Feb 17, 2019 @ 10:15pm

  • Fixed not showing properly districts amount in Expansion Planner interface.
  • Added jobs capacity description to districts on uncolonized planets to make colonization planning easier.

Update: Feb 17, 2019 @ 7:57pm

  • Reduced last two Strategic Extractor upgrade research tiers from 8 to 7 and from X to 8.
  • Balanced Strategic Extraction Jobs-To-Buildings Ratio:
    • 4th Tier (1st) Strategic Extractor: 1 Job, 1 SR income per job, 1 SR income total.
    • 5th Tier (2dn) Strategic Extractor: 1 Job, 3 SR income per job, 3 SR income total.
    • 6th Tier (3rd) Strategic Extractor: 2 Job, 3 SR income per job, 6 SR income total.
    • 7th Tier (4th) Strategic Extractor: 2 Job, 5 SR income per job, 10 SR income total.
    • 8th Tier (5th) Strategic Extractor: 3 Job, 5 SR income per job, 15 SR income total.
    • (Temporary) Strategic Extractor Job, 0.5 SR income per job, 0.5 SR income total. Available when basic tech is unlocked but no relevant Strategic Extractor is built on the planet.

Update: Feb 17, 2019 @ 3:52am

  • Fixed orbital resource spawn. But since only stars are "non-colonizable planets" they spawn only on stars.
  • Removed redundant check of defenses integrity for Wasted defense status to reduce pointless events overload.
  • Added "Independent Defense Force" as pre-scripted country with neat description (and localization).
  • Added defense integrity regeneration (do not mistake with defense status restoration) that restores 5% of integrity every 5 days, when planet was not under bombardment or planetary invasion at least for 30 days.
  • Fixed critical error that prevented Planetary Defense Status it from decreasing during bombardment.

Update: Feb 16, 2019 @ 6:52am

  • Updated mod (and Full HD interface) to be compatible with Stellaris 2.2.4 (0019).
  • Completely reworked Planetary Defense feature. Now instead of being instanced to fleet scope, planetary defenses are instanced to planet scope. Beware, planetary defenses has target priority against hostile transport ships!
  • Created framework for future planetary defenses. There will be 3 types of planetary defenses: Low-Orbit Defenses (shoots only bombarding/orbiting fleet), Intra-System Defenses (shoots any enemy fleet within system) and Interstellar Defenses (will reach enemy fleets that light years away).
  • Fixed error with Ascension Perks addition. Now all swapped traditions provide correct amount of Ascension Perks.
  • Added new notifications: for attacking fleets and destroying ships with planetary defenses and for defense status changes to nominal or wasted.
  • Empires that has "Robotic Integrators" civic are immune to the Contingency Crisis Event from within empire.
  • Added new deposits that grants +4 and +5 districts. And switch dry planets to minerals and cold planets to energy deposits preference.
  • Reworked old districts and added new districts. Completely reworked arcology districts: now they produce standard resources too and can be built on hive/machine worlds and ringworlds.
  • Now each world/planet has its own unique bonuses, thus allowing to choose colonization and research based on planned tasks. Shielded planets, shield habitats and shielded ringworlds are protected against colossus planet killer weaponry.
  • Now habitat has two operation modes: Industrial and Scientific. Scientific is standard one, Industrial allows to build production districts instead of original one. Decision for "switching" is available after "Mega Engineering" technology is acquired. Habitat mode can be switched once every 10 years.
  • Implemented new ruined buildings mechanics. You no longer can just demolish them. You need to enact special Planetary Decision to clean them up. More ruined buildings take more time to clean up.
  • Implemented new decision that allows you to increase district capacity on the planets to certain extent. It quite expensive, but in long run allows you to build a "tall" empire.
  • All housing districts now have maximum upper limit of 15 districts per planet. But bonuses from housing research and traditions have increased.
  • Planetary decision "prospect" is no longer limited how much times it can be ran, but also no longer generates deposits with advanced strategic resources such as Zro Particles. To generate them you need to use volatile and dangerous Enrichment Project.
  • Enrichment Projects now activates on the planet via Planetary Decisions feature, but still require Enrichment Facility to be build first. As originally mentioned - higher generation enrichment projects is less risky.
  • New decision was added that allows to expand district capacity of the planet without affecting its size. Amount of expansions is limited and depends on planet class.
  • Reworked Jump Drive cooldown/recharging feature. Jump Drive cooldown is added as modifier to each ship based on their class and size: corvettes will have their jump drive reloaded faster then cruisers and way faster then titans.
  • Reworked Planetary Devastation feature. Planetary devastation is directly tied to Planetary Defenses Status (i.e. it won't fall lower, then Status allows), which in turn decreases only when Planetary Defenses Integrity reaches 0%.
  • Planetary interface was reworked to keep up with building capacity changes. Planet buildings capacity for standard and branch office buildings was increased to 40 from 16 and to 10 from 4 correspondingly.

Update: Jul 14, 2018 @ 10:31am

  • Updated mod (and Full HD interface) to be compatible with Stellaris 2.1.1 (d173).
  • Fixed bug with acquisition of "Block Usage" technology that should be non-acquirable.
  • Fixed bug with Enrichment Facility. Now only one enrichment facility can be activated at the same time.
  • Optimized orbital bombardment code.

Update: Apr 21, 2018 @ 7:25am

  • Fixed bug with "Terrestrial Sculpting" availability. Removed unnecessary flag from it.
  • Removed deprecated mod-specific ruined structures that were blocking construction of other structures.
  • Stabases can be captured again to allows system occupation. So far this part of game is hardcoded, thus I can't change anything related to it.
  • Removed spaceship construction limit for Titans.
  • Increased spaceship construction limit for Colossi from 1 to 5.
  • Added graphical effect of planetary weapon hits that indicates presence of planetary defense weapon systems on the planet.

Update: Apr 15, 2018 @ 11:21pm

  • Fixed bug with "Serviles" trait.
  • Fixed bug with "Colossus" special project yet again.
  • Increased capacity of species modification interface yet again. Free place for selectable traits has been used up yet again.

Update: Apr 15, 2018 @ 7:21am

  • Fixed bug with "Robotic Integrators" civic. Now governments with this civic can build their own mechanical pops as originally was intended.

Update: Apr 15, 2018 @ 1:05am

  • Fixed bug with colossus technology availability.
  • Fixed bug with newly implemented power cores that replace original ones.