Stellaris

Stellaris

Fight For Universe: Infinite Legacy
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Update: Oct 29, 2016 @ 11:10pm

  • Fixed CTD when mod runs with Russian localization.
  • Used new original font (provided by Paradox) for common text in Russian localization.
  • Added unique icons for all planet preferences.
  • Implemented AI conditions for construction of Strategic Structures. Deep play-testing is needed to verify it.

Update: Oct 29, 2016 @ 12:59pm

  • HotFix. Some strategic structures were increasing time and cost instead of reducing them.

Update: Oct 29, 2016 @ 12:14pm

  • Updated mod (without Full HD interface) to be compatible with Stellaris 1.3.1 (f100).
  • Rebalanced research cost from Tier 1 to Tier X. It shouldn't be this fast now on later stages of the game.
  • Switched back to original (pre-1.3) Planet Habitability system and reworked it a little.
  • Implemented capability to colonize any planet, given required technologies are researched.
  • Returned back original colonization technologies and added new ones.
  • Even though all planets are "colonizable" not all of them have suitable habitability, some of them have even negative habitability by default (game won't show negative habitability):
    • Primary, default Habitability is 80%. Original habitable worlds.
    • Secondary, default Habitability is 60%. Original habitable worlds.
    • Tertiary, default Habitability is 40%. Original habitable worlds.
    • Quaternary, default Habitability is 20%. Original habitable worlds.
    • Atmosphere-less, default Habitability is 0%. Hot & Cold Barren Worlds.
    • Decompressed, default Habitability is -50%. Asteroids & Gas Giants.
    • Hostile, default Habitability is -150%. Molten, Toxic, Frozen, Infected, Shielded, AI, Nuked.
    • Volatile, default Habitability is -500%. Ringworld Conduits, Support and Wreckages.
  • Partially implemented new Strategic Structures. Each of them greatly boosts empire overall, but in exchange requires considerable amount of strategic resources. List:
    • Habitability: Environmental Stabilizer, Global Environmental Control
    • Research Speed: Colonial Research Institute, Galactic Research Consortium.
    • Tile Resources Output: Food Replication Complex, Minerals Purification Plant, Energy Conservation Center, Local Management Office, Galactic Management HQ.
    • Terraformation Cost: Terraformation Redesign Bureau
    • Building Cost: Structural Alteration Bureau
    • Building Time: Structural Optimization Bureau
    • Clear Blocker Cost: Terrain Reorganization Center
    • Clear Blocker Time: Terrain Reintegration Center.
  • Switched Legacy Trait Checking Script from yearly to monthly trigger. Hail the Paradox, at last they added it, along with useful "FROMFROM" which allows to access country scope from structures.
  • Now terraforming of Atmosphere-less, Decompressed or Hostile worlds require corresponding worlds. Required technologies were added too.
  • Standard Processors now provide only local bonuses, relevant to population happiness.
  • Increased Strategic Resources Extractors output. Plans are: single Tier X Strategic Extractor should be able to cover consumption of a single strategic resource required by Tier X Strategic Structure.
  • Removed empire-wide bonuses from original 15 strategic resources, however left it for the new 3 strategic resources. Maybe I will keep such strategic resources mix.
  • Increased amount of ethic points to 9, but also increased cost of all ethic traits in such manner that it is impossible to use more then 3 ethic traits altogether.

Update: Aug 4, 2016 @ 7:59pm

  • Updated mod (and Full HD interface) to be compatible with Stellaris 1.2.3 (deca).

    Update: Jul 16, 2016 @ 5:56pm

    • Implemented zero ai_weight modifier to the Food Export Structures, to ensure that AI won't try to build/upgrade them.

      Update: Jul 16, 2016 @ 12:21am

      • Font that was used for Russian language before is now updated and re-integrated back into the mod.

        Update: Jul 11, 2016 @ 2:36am

        • Temporary changed back Russian font to the original. Working on improved font.

          Update: Jul 11, 2016 @ 2:35am

          • Fixed bug with Xeno Integration technology not becoming available for the research.
          • Increased seeded amount of strategic resource deposits during galaxy generation: from 400~500 per 1000 systems to 650~750 per 1000 systems.

            Update: Jul 8, 2016 @ 10:23pm

            • Updated mod (and Full HD interface) to be compatible with Stellaris 1.2.1 (20fe).
            • Completely implemented Enrichment System. Starts with Tier 5 technology. But requires strategic resource extraction technologies in order to make them available for enrichment. I.e. without required strategic resource extraction technology, you won't be able to initialize enrichment of the relevant strategic resource.
            • Reduced range back from quadruple to double. I didn't knew it scales along with system scale.
            • Reduced range of Tachyon Lance Weapons from 120 to 110 and increased range of some Critter weapons.
            • Fixed other loopholes that allowed to increase core systems count while using Legacy traits.
            • Rebalanced technology dependencies and factors that required to unlock alternative FTL methods.
            • Now strategic resources Alient Pets, Light Gases and Natural Liquids have their own technologies to reveal them, and Terrestrial Sculpting and Xenology only allows to unlock them for research. And now they're prerequisites for relevant extraction and processing technologies.
            • (Partially Implemented) Now technologies will have "is_rare" flag only if they're ALWAYS rare relative to their current technology tier. I.e. for example: if technology always has 1/100 appearance weight and at very best this weight can be boosted to 1/10 by meeting optional requirements it "counts" as rare and if meeting of optional requirements allows to boost change to 1/1 - it won't have "is_rare" flag.

            Update: Jun 30, 2016 @ 1:42am

            • Re-implemented Deviants and Fleeting traits with alternatives.
            • Fixed loophole with certain Government Types allowing to bypass Legacy Traits expansion limit. It means that for amount of time mentioned earlier for each of the Legacy traits, player won't be able to use government types to get bonuses for more core systems and sectors.