Stellaris

Stellaris

Fight For Universe: Infinite Legacy
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Update: Apr 14, 2018 @ 5:22am

  • Updated mod (and Full HD interface) to be compatible with Stellaris 2.0.2 (5e2f).
  • Added new civic "Robotic Integrators" which allows players to start with mixed society of organic and machine pops with full citizenship for both of them.
  • New civic is completely integrated and thus, requires "Synthetic Dawn" DLC to be activated to be used, since I have no intention of removing DLC checks.
  • Secondary Species no longer can choose Legacy Traits. For that temporary trait "Secondary Species" is added, which is removed when game starts.
  • New technology that allows non-peaceful ethics to selectively purge any citizen, regardless of their citizenship. Traitors of the state must die!
  • Now ROBOT and MECHANIC species archetypes can choose between certain types of habitability traits - mostly hazardous ones.
  • Reworked description for Dynamic Orbital Bombardment. Now it is more compact, more obvious and easy to understand.
  • Altered texture of the Animal Evaluations Laboratory, because under certain conditions player can have XenoZoo an it as the same time.
  • Added another two robotic specialization traits. Both for better acquisition of strategic resources, but both have complex requirements for unlocking.
  • Completely integrated cross-species compatibility for structures. When robots have enough biological pops they can build their buildings and vice verse.
  • Shielded Habitat & Shielded Ringworld can be colonized. All shielded planets, ringworld segments and habitats can't be destroyed by planet killer weaponry.
  • Habitats can be upgraded into Shielded Habitats and Ringworld Habitats into Shielded Ringworld Habitats. Requires immense amounts of strategic resources.
  • Greatly increased defense armies capacity of all buildings. For both, biological and mechanical species.
  • Completely reworked new vanilla planetary defenses. Now protection against bombardment is more efficient, until defenses are exhausted.
  • Implemented Planetary Defense Weapons feature. Now even without fleets in orbit, planets can fend for themselves. For some time.

Update: Feb 3, 2018 @ 9:10am

  • Updated mod (and Full HD interface) to be compatible with Stellaris 1.9.1 (83d2).
  • Implemented unique bonuses for each planet type. The more dangerous planet, the better bonuses it has.
  • Increased efficiency and range of Subspace Snare aura. Disables emergency FTL for 5 years and slows down warp charge speed by x100.
  • Cybernetic World Habitability trait is enforced to every Machine class species.
  • Implemented feature that nullifies negative trait points amount from habitability traits on start.
  • Any civic that grants secondary species on game start now spawns in total 12 pops instead of 10.
  • Players now can play as Machine Species without choosing Machine Authority, but Mechanical trait is added if there is no Machine Unit trait.
  • Reduced amount of stars in Giant/Extreme/Immense/Limitless galaxies to 1500/2000/2500/3000 from 2000/3000/4000/5000.
  • Added infinitely repeatable technology that increases amount of available trait points by 1 for ROBOT & MACHINE archetypes.
  • Added multiple variants of original robotic traits, as well allowed machines/robots use some relevant biological traits.
  • Added 8 new Robotic/Machine specialization traits and 4 new Robotic/Machine advanced traits that require advanced technology.
  • Improved in-game's Music Player looks and visibility for soundtracks with long name.
  • Completely reworked Orbital Bombardment. Orbital Bombardment is completely dynamic and its effects depend on modules installed at the bombarding ships and no longer is defined via policies.
  • Removed tooltip delay time. Now tooltips will appears instantly for reading, since some of them are very important.

Update: Jul 4, 2017 @ 12:17am

  • Updated mod (and Full HD interface) to be compatible with Stellaris 1.6.2 (d7ec).
  • Now all Enrichment Projects only require researched corresponding basic extraction and processing technologies to unlock enrichment options.
  • Maximum amount of auto-spawned Garrison size per planet is now 25 instead of 15, with minimum of 5 instead of 2.
  • Increased planet Fortification base points to 25000 and added points per pop to 5000.
  • Increased damage value range to ground units based on fortification status.
  • Increased fortification repair speed and decreased fortification repair delay due the damage.
  • Increased max effective bombardment fleet size from 200 to 5000 - huge fleets should purge planets faster then smaller fleets. Especially with new increased Fortification values.
  • Changed bombardment stance bonuses from 30%, 40%, 50% and 60% to 25%, 50%, 100% and 250% - Commencing Exterminatus Time!
  • Now owners of Militarist Ethics can issue Armageddon Bombardment if "Extinction Protocols" technology is researched. Doesn't work in conjunction with Egalitarian Ethics.
  • Species Rights change cooldown has been reduced to 3 years from 10 years.
  • Empire Policy change cooldown has been reduced to 2 years from 10 years.
  • Added new lore description for Tomb, Shielded, Cybernetic, Infested and Shrouded Worlds. I hope that it will explain to most people what could've happened before their civilization ever reached experimental FTL age.
  • Added new Main Reactor Cores that can be integrated to ships hull in exchange for hull durability. Requires some balancing though.
  • Added new "War Directive" policy and technology set that allows to initiate endless war, until one of sides is either overwhelmed or just annihilated.
  • Completely reworked Bombardment System: now its effects are daily and depend from chosen payload, fleet military power and ground support stance.
  • Now defender can set war demands within first 540 days of war, instead of original 360 days.
  • Integrated 100% chance to spawn every unique system that was created by That One Generous Communist Fellow.

Update: May 16, 2017 @ 8:02pm

  • Fixed bug with resources not spawning in orbital slots. Was screwed up due adding wrong variable to "can_planet_support_orbital_station" trigger in file 00_rules.txt

Update: May 16, 2017 @ 11:41am

  • Updated mod (and Full HD interface) to be compatible with Stellaris 1.6.1 (b38e).
  • Updated vanilla Habitable Preference traits icons - they looked too much out of place.
  • Fixed error with vanilla buildings, where "ai_allow" trigger couldn't be used due the scope error.
  • Replaced (and fixed) some NOT conditions with NOR, where needed. I have a bad habit of using NOT, where actually NOR is needed.
  • Now empire with Militarist Ethics can purge pops, but only it isn't used in conjunction with Egalitarian or Xenophile Ethics.

Update: May 13, 2017 @ 11:04am

  • Updated mod (and Full HD interface) to be compatible with Stellaris 1.6.0 (7a87).
  • Reduced maximum capcity of minerals and energy to 25000 and influence to 1000.
  • Now some strategic structures increase maximum resource capacity: Energy Conservation Center, Food Replication Complex, Minerals Purification Plant and HyperNet Relay Node.
  • Now strategic resource Processors produce resources (energy, minetals, food, research, influence or unity), instead of just providing planet wide bonuses.
  • Default number of research choices has been increased from 4 to 5.
  • Reduced Domination Victory Goal to 30% and Federation Victory Goal to 50%.
  • Set flag that allows Dyson & Genesis Spheres multiple simultaneous construction projects.
  • Reimplemented back "Nuclear War - Planet Regresses" observation event.
  • Restoration of Ruined Ringworlds can be performed only via classica way - terraforming.
  • Fixed bug with research cost overflow that makes research "free" and instant.
  • Now research progression isn't affected by amount of colonies and total population, but every tier has exponential cost growth.
  • Added unique version of Robots, called "Automatons" for the owners of "Mechanist" Civic. Automatons can be built even if Droids or Synths are unlocked. They also can colonize worlds just like droids.
  • Now owners of "Syncretic Evolution" civic start with additional 5 trait points.
  • Added trait cost for the Habitability Preferences. Basic ones cost only 1 trait point, but most extreme cost up to 25 trait points. No more cheap habitability switches and easy colonizations.

Update: Apr 29, 2017 @ 11:28am

  • Fixed bug with habitat colonization. Orbital Habitats always should be colonizable.
  • Fixed GUI bug with resources numbers overflow (via clipping). Now everything looks neat.
  • Now ascension perks "Voidborn", "Galactic Wonders", "The Circle of Life" and "Master Builders" require at least one relevant megastructure technology researched, in order to be assigned.

Update: Apr 25, 2017 @ 9:58pm

  • Fixed species genetic modification window. Now it looks awesome again, although wider.
  • Reworked advanced Species Traits. Now they are truly advanced compared to all initial traits and have corresponding (high) cost.
  • Add new "Transcendent" advanced trait. Grants to the species ability to live eternally and (almost) without any restrictions.
  • Marked "Syncretic Evolution" and "Mechanist" civics with different colours to emphasize that they can't be added or removed after game start.
  • Now every survey of any planet type increases relevant colonization technology progress by 1% even if technology itself is not yet available.
  • Now in Gene Modification (almost) all planet preferences available for choosing, even Shrouded, Shielded, Cybernetic and Infested.
  • Nerfed a little bit Tomb World Preference, now it grants 90% habitability for tomb worlds and 40% for all default habitable planets, instead of 60%.
  • Added lacking default descriptions for all habitability preferences.

Update: Apr 24, 2017 @ 10:31am

  • Population no longer can colonize or migrate to the planet if their habitability is less then 40%.
  • Fixed bug with "Syncretic Evolution" and "Mechanist" civics, where secondary pops weren't spawning at worlds generated by "Legacy" traits.
  • Fixed bug with Power Plant V and other structures, when they reverted back if they were built on any other planet then capital.
  • Fixed bug with Research/Mining Stations building at empty orbital deposit slots. Thanks to Ridesdragons for pinpointing the location of the bug.
  • Fixed bug with Shrouded World sound effect not playing. Actually this bug present in the vaniala version as well.
  • Reworked deposits: high value resource deposits (4 and higher) or strategic resource deposits can only be mined at the planets. Orbital slots by default will have only 1, 2 or 3 (unless huge deposit is spawned by event).
  • Reworked terraforming feature. Since terraforming stopped supporting usage of strategic resources, I've reimplemented in another way: now instead of "occupying" strategic resources, planet terraforming requires to have a certain amount of "vacant" strategic resources to be initiated. Please note that strategic resource status updates ONLY at the begining of game month, which means you can't disable a structure that consumes strategic resources for a second, start terraforming and then enable it again. You will need to wait for the begining of the month to start terraforming. On the other side, since terraforming doesn't "occupy" strategic resources, you can start any amount of terraforming projects as long as requirement of "vacant" strategic resources is met. This is also the reason why I've doubled requirement of "vacant" strategic resources for terraforming.
  • Now "World Shaper" Ascension Perk instead of increasing terraforming speed, reduces terraforming cost by 50%.
  • Now "Prosperity" Tradition Tree upon completion rewards player with terraforming cost reduction by 25%.
  • Now "Terraformation Redesign Bureau" strategic structure increases terraforming speed instead of decreasing terraforming cost and no longer limited to one per empire, but instead to one per planet.
  • Now "HyperNet Relay Node" strategic structure mostly decreases unrest on the planet and provides only very small bonus to the edict lenght time multiplier.
  • Reduced Light Gases consumption for "Environmental Stabilizer" strategic structure.
  • Removed enforcement of Authoritarian/Egalitarian ethics, but empire still can choose 3 ethics at the same time (1 fanatical and 2 regular).
  • Now Deacadent Traits grant much less points when chosen and only 3 Decadent Traits are available instead of 4 (one was removed).
  • Now Nomad Fleet event is guarnteed to happen any way.
  • Now AI Revolt Crisis event is guarnteed to happen any way.
  • Now Prethoryn Swarm Crisis event is guarnteed to happen any way.
  • Now Extradimensional Invasion Crisis event is guarnteed to happen any way.
  • Now War In Heaven event is guarnteed to happen any way.
  • Removed "Construction Site" building stage from Science Stations that built around planet. Smaller meagstructures that built around planet should not require construction sites.
  • Megastructures that don't occupy same celectial body (planet or star) can be built in the same system. For example ringworld with a dyson sphere.
  • Now Environmental Stabilizers III & IV allow to completely mitigate effect of planets freezing due the Dyson Sphere completion. Environmental Stabilizer I & II mitigate it only partially, but allow colony to survive.
  • New Megastructures (now 13 in total):
    • Legendary Ringworld - huge ringworld that consits from inner and outer ring and has in total 30 colonizable habitable section with great resource deposits.
    • Science Megacenter - improved version of Science Nexus. Even more science.
    • Science Megacomplex - even more improved version of Science Nexus. Amounts of science immense! Even contains rocket science!
    • Sentry Ringworld - inner ring that replicates Sensor Array capabilities and outer ring that has 18 colonizable habitable section with great resource deposits.
    • Genesis (Dyson) Sphere - unique version of Dyson Sphere that can be built only around Pulsars and Neutron Stars. Produces meager amount of energy, but immense amount of minerals and strategic resources.

Update: Apr 17, 2017 @ 1:42pm

  • Updated mod (and Full HD interface) to be compatible with Stellaris 1.5.1 (8818).
  • Integrated Shroud-type Planets. Made them colonizable and resourceful. Improved their translation in Russian language.
  • Reimplemented Yurantic Crystals as Strategic Resource that reduces unrest.
  • Amount of Ascension Perk slots has been increased to 18 (from 8).
  • Removed "Interplanetary Logistics" technology and "Food Export/Import Spaceport" structures, because food is now global resources.
  • Added new unique icons for Riggan Spice, Muutagan Crystals, Xurian Gel and Yurantic Crystals.
  • Riggan Spice, Muutagan Crystals, Xurian Gel and Yurantic Crystals will belong to completely different strategic resources category: eventually they will be producible on Habitats only.
  • Replaced bonus "building_time_mult" with bonus "planet_building_build_speed_mult" in "Structural Optimization Bureau" strategic structure.
  • Original "Genetic Resequencing" technology is now researchable and only unlocks ability to use advanced genetic traits.
  • New "Genetic Reassembly" technology allows freely modify genetic traits instead of "Genetic Resequencing" technology.
  • Instead of unlocking "Gene Seed Purification" and "Genetic Resequencing" technologies, ascension perks "Engineered Evolution" and "Evolutionary Mastery" require them.
  • "Imperial Cult" civic now increases Edict Influence Time by 75% instead of reducing Edict Influence Cost by 33%.
  • Removed orbital spawn capability for all strategic resource deposists and most standard resource deposits.
  • Any system that spawned with Ringworld will have a Megastructure icon near its name.
  • Ascension Perks "Voidborn", "Galactic Wonders" and "The Circle of Life" no longer needed to build Megastructures, instead they greatly boost megastructures construction speed and reduce megastructures construction cost. In addition, without these perks chance to acquire advanced megastructure technologies is extremely low (let alone the fact that by default advanced megastructures are VERY costly and take A VERY LONG time to build).
  • Reworked Megastructure Placement Rules for Habitats, Ringworlds and Science (Nexus) Stations.
  • New Megastructures:
    • Advanced Habitat - same as default habitat, but comes with 18 usable tiles.
    • Elite Habitat - same as default habitat, but comes with 25 usable tiles.
    • Advanced Ringworld - similar to the ringworld that players get with "Ancient Legacy" trait, but with smaller resource deposits and without ancient production structures.