Stellaris

Stellaris

Guilli's Planet Modifiers and Features
Showing 91-100 of 223 entries
< 1 ... 8  9  10  11  12 ... 23 >
Update: Oct 31, 2020 @ 3:19am

* Updated overwriten vanilla events
* Fix missing contingency solar system effects
* Fixed missing dreadnought army type if you own Venerable Dreadnought Relic. You can now build these.
* Habitat Planet Modifiers and Ring world Planet modifiers have been disabled pending the major update.
* Tweaked global planet modifier spawn chances for food producing planet modifiers by -50%
* Nerfed some agricultural deposits
* Added missing Planetary Diversity Planets

Update: Jul 21, 2020 @ 2:34am

Fixed a bug where the feature balancing script also affected capital planet features.

Update: Jul 19, 2020 @ 2:03am

- Fixed missing gpm_artifact_precursor_deciphering_effectTT localisation
- Rebalanced several -terraform speed and cost bonuses. Should no longer be possible to make terraforming free.
- Tweaked spawn chances of blockers and features. Blockers will be a little less common, and planets start with up to 3 less base(vanilla) features. This to bring back the total everage number of resource districts closer to vanilla values
- Fixed an issue where occasionally random tech rewards could give a tech you're not supposed to get.
- Balance pass (buffs) over the new relic world armies
- Fixed oversight preventing total war civs from claiming relics
- AI empires are a bit more likely to surrender their artifacts in war now
- Fixed a dupe bug where a relic gets duplicated if three or more empires are fighting over the same relic at the same time. Whoever wins the war first gets it.

Update: Jun 13, 2020 @ 3:09am

Adjusted a max range value for planet rings spawning within systems. The distance wasnt correct and rings didn't spawn as they should in some cases.

Update: Jun 13, 2020 @ 2:33am

Changelog
- Rebalanced precursor archaeologist jobs. They'll be gained from less sources and produce less minor artifacts. It was a too easy to get large amounts of minor artifacts.
- Precursor research facility building now provides two precursor archaeologist jobs.
- The Singularity Matrix component now also has an upkeep of 2 energy per component.
- Applied fix preventing the Alien Queen relic from being obtained multiple times
- Genocidal Empires can now be war declared for their relics and visa versa
- Corrected"shattred" and "abandonded" typos
- Fixed our little robot friend not appearing on mars if you have the mod Real Space enabled.
- Added a check so planetary rings don’t spawn on planets close to a star. This to prevent the rings clipping into the star.
- Replaced Precursor Obelisk +archaeologist job bonus with +pop growth speed and +pop assembly speed
- Changed the precursor edict giving shield regen bonus from +100% shield hp per second to +50 shield per day.
- Added a temporary safety check to prevent multiple gaia worlds spawning from the same event. Will have to search why this is happening (maybe AI exploration is bugging on the event)
- Exotic Park now also provides lithoid happiness
- Fixed instances where precursor modifiers were still spawning or being added to planets if the player disabled them.
- Planet rings will no longer spawn on ringsworlds with primitives on them (eg: sanctuary)
- Fixed missing "Precursor Capital Complex deposit" this fixes the precursor capital complex diplomacy modifier bonuses (it's a tricky way to make it work)
- Reworked Datacube relic: bug couldn't be fixed properly. Instead of giving 3 random techs (that didn’t work all the time), it now Adds 5 completely random techs to the tech options at 50% research

Update: Jun 5, 2020 @ 11:34pm

- Added Simplified Chinese localisation thanks to 睿智的群星玩家+1000!
- Added missing PD classes (wet swamp, outback and several others)
- Fixed non-functional precursor modifier bonuses. Some were changed as I could not get them to work
(precursor communication hub, crashed spacestation and obelisk were changed)

Update: Jun 5, 2020 @ 12:48pm

Added a check preventing precursor digsites in the [redacted] system

Update: Jun 5, 2020 @ 12:23pm

Fixed localisation error: "… away teams are send" -> sent
Fixed issue with special species trait being available outside of a specific event

Update: Jun 5, 2020 @ 11:33am

fixed gpm_personal_mech_trait_rewarded_tooltip

Update: Jun 5, 2020 @ 6:55am

Guilli's Planet Modifiers - Content Update 1
Patch Notes:

NOTE: this update is save game compatible! So you do not need to restart ;)

NEW
- New policy: Surveying Policy
Away Teams (Slower surveying but more rewards)
To Boldly Go (Default Option)
Orbital Mapping (Much faster surveying but no mod discoveries)

- New Start Menu Option!

Cycle between a Young Galaxy, Normal Galaxy, or Old Galaxy to tweak the spawn rates of planet modifiers relating to past civilizations. A young galaxy will have less 'old structures' and ruins. Precursor Modifiers are also slightly adjusted as are planet wonders. An Old Galaxy will have more of them.

- Added tons of new possible rewards from discovery/survey events/expeditions such as event ships, buildings, decisions, components, traits and..
- Added 27 new Relics, gained from exploration or events
- Added matching Take Relic war goals and casus belli..
- Added two more blocker types, Colossal Crystals Lethal Overgrowth.
- Arcane edicts were updated, now split into campaigns, regular perpetual ones that use edict cap, and timed ones
- Precursor chain events (with the exception for boal and zroni) now always leave behind a precursor modifiers on the planet the event is found on. At the end of the special project giving you a precursor insight, it'll also spawn a precursor dig site.
- Solar systems with precursor planets in have been spiced up with some space stuff!



CHANGED
- Tooltip Improvements - Updated discovery/survey event tooltips ** note, some instances of unaligned tooltips are caused by a game bug. Waiting on fix.
- Updated all the XX discovery empire bonuses names to be more thematic and unique.
- Arcane Research Action that gives only research will now give a little less, but always try to give 10% of an unknown technology and add it to the research options.
- Mod file size is cut in half
- Some planetary features and blockers were renamed and updated.
- Precursor shipyards tooltip improved to better explain what it unlocks
- Precursor shipyards starbase building "shipyard uplink" now increased ship build speed by 20% empire wide instead of only for the starbase. Increased the number of bonus shipyards to 12 for (starbase only). Increased the build cost of the starbase building to compensate
- Precursor dig sites are a little more difficult to account for their improved rewards
- Should now get betharian research option upon discovering a modifier that adds betharian deposits/ factory building slots
- Discovering modded modifiers that indicate alien life will not trigger the "alien life found for the first time" vanilla event
- Arcane Edicts are now more likely to be used by AI's.
- Precursor planet modifiers bonuses were updating to be a little more exciting
- Planet rings have returned in greater numbers, and are not so easily scared anymore.
- Localization files were restructured, went from 29 files per language to 12 neatly categorized files. This will speed up working with the files and make it easier for people to do translations.



FIXES
- Fixed a bug with ring world modifier script (thanks @Uroshnor!)
- Fixed compatibility bug with PD Hothouse planet (thanks @Joakim!)
- Restored and updated Orbital researcher jobs, archaeologist jobs, precursor archaeologist jobs and their drone counterparts job weights. The jobs will also be less attractive to pops on colonies or habitats that have less than 4 pops.
- Fixed a major bug with feature spawn script. As a result, planets feel a bit more varied in their district numbers and planetary features and blockers.
- Fixed some of the country modifier missing modifier localization and icons
- Fixed arcane research institute not being rebuildable when you demolish it
- Improved a check to prevent precursor modifiers from rolling in player starting systems. On rare occasions this still happened.
- Disable precursor modifiers in the space fauna home systems
- Fixed some modifiers appearing on worlds they shouldn't be on
- Fixed various spelling and grammar mistakes



Fixes I'm working on:
- Fixes with ringworld and planet rings, it has proven to take more time to get this fixes
- Some more checking for missing Planetary Diversity planets
- Check compatibility with other precursor mods
- Add Zroni and Boal integration for the precursor modifiers
- Change how I modify precursor home systems so to be better mod compatible