Stellaris

Stellaris

Guilli's Planet Modifiers and Features
Showing 41-50 of 217 entries
< 1 ... 3  4  5  6  7 ... 22 >
Update: May 19, 2022 @ 8:29am

Patch 19-05-2022
• Added more performance optimizations to the mod scripts.
• Fixed rare bug where sometimes pops got put into an "unemployment" pop group called Orbital Extractors
• Updated icon code for the mod's custom event ships
• Blood Moon and Solar Eclipse Planet modifiers will no longer spawn on planets without a moon


• ## Relic Operation "Gather Relic Intel" ##
• Failing event rolls will be harsher meaning it is more likely to cancel the operation.

• ## Relic Operation "Steal Relic" ##
• Failing event rolls will be harsher meaning it is more likely to cancel the operation.
• Added failure states to each stage in case the target empire loses its last relic before the steal relic operation finishes. Also added notification events where needed and refund some influence if it happens.
• Added more AI weights based on game difficulty and tweaked some other values, so the operations happen a little less frequently between AI's.
• AI's that started a Steal Relic operation or were the target of a Steal Relic operation wont do or be targeted by this operation for 15 years.
• It is no longer possible to start this operation on empires not bordering your empire.
• AI Vassals will no longer attempt to steal relics from their overlord.
• AI overlords will no longer attempt to steal relics from their vassals.
• The notification message letting you know an empire stole another empires relic will now only show if you have • communications with both empires. Previously it was possible to get notifications for empires you haven't met yet

Update: May 18, 2022 @ 3:26am

Patch 18-05-2022 #2
- Added game start option to forbid/allow AI from using the Steal Relic spy operation against the player. Default = allow
---- This wont affect already in progress games. To disable new steal relic operations during a save game, open console and type: effect set_global_flag = gpm_relic_heists_AI_disabled

- Added a weight to the AI use of Steal Relic operation so they are no longer able to use it on non-neighbouring empires. No more stealing from across the galaxy

Update: May 18, 2022 @ 12:05am

Patch 18-05-2022
* Fixed wrong country name in public notification that someone stole a relic. It was showing that you stole it instead of the correct country.
* Further adjusted and improved AI use of Steal Relic Operations. Several extra weights were added. Eg; -50% if the target is a player, added/reduced weight if the target has bad/good relations or weak/superior fleet power

Update: May 16, 2022 @ 9:10pm

- AI will now wait 5 years before thinking about another stealing another Relic with a Spy Operation
- Made stealing relics slightly more difficult for the AI
- Removed .git cache files. Oops! Sorry about that. File size is back to normal

Update: May 16, 2022 @ 12:05pm

Patch 16-05-2022
- Added Relic Map mode: displays who has found relics
- Added memory optimization tags to various scripts and triggers
- Fixed issue where you are notified of someone having a relic if you met them but have not yet established communications
- You will now also be notified if another empire gets a base game precursor relic
- Made a balance pass over planetary modifier spawning scripts and galaxy gen scripts;
○ Minerals, energy, alloys and rare resources will no longer spawn alongside a planet modifier directly. Most special resources other than energy and minerals will now mostly be applied through survey events
○ Greatly reduced the nr of resources that are removed at galaxy start to compensate
○ Removed the extra cost and upkeep to mining and research stations
○ Removed the extra mineral stockpile you start with
○ The total nr of minerals and energy and special resources should now hover around the base game values (give or take a few %)
- Further improvements to AI using spy networks and operations. Gave the AI a temporary debug bonus to their spy network "work speed and capabilities". At least until the envoy AI gets improved/fixed. The AI also gets 3 extra envoys to help them with their envoy distribution since they love to spam "harm relations" actions over making spy networks. This has minimal to no effect on how the AI uses the galactic community from my testing.
- Relic War goals weights and Steal Relic operation weights have been further fleshed out. Militarists and Materialists empires will seek relics more than other empires. Rivalry and bad relations also increase the desire for an empire to want their relic. Furthermore, the more relics an AI empire has, the more it starts to crave for more..
- Stolen Relic -2000 opinion modifier can now stack

Update: May 15, 2022 @ 2:37am

- relic casus Belli are no longer locked to neighbouring empires only after you gather relic intel.

Update: May 14, 2022 @ 11:28pm

- Fixed issue with old economic_category values
- Fixed issue with fallen empire modifier not scaling in some situations

Update: May 13, 2022 @ 10:55pm

- Gather Relic Intel and Steal Relic Intel now costs influence instead of energy matching the 3.4 changes
- Gather Relic Intel required intel reduced to 20 (from 30)
- Greatly Improved the AI use of spy networks and spy operations when empires own a relic
- Disabled the AI using the diplomacy envoy action "harm relations". The AI was hoggin all the envoys spamming this everywhere causing them to rarely stick to spy networks
- Greatly improved the relic War Goals weights but set a limit to one relic war per AI per 20 years.
- Added a tooltip to the Archaeopolis Archaeology districts indicating building these districts add an unremovable archaeological site blocker. The blockers are removed if you remove the districts though!

Update: May 13, 2022 @ 2:35am

Fixed new bug with event robot "hack species" trait. It is now no longer selectable as a trait when modifying your robots/machines

Update: May 12, 2022 @ 10:07pm

Patched:
--- Added a galaxy wide check on spawning precursor Archaeopolis worlds based on chosen galaxy size and added hard limits.
They will now also never spawn within 2 jumps or less of a capital world, or within 5 jumps or less of eachother. Current hard caps are:
Tiny galaxy: max 2 Archaeopolis Worlds
Small galaxy: max 3 Archaeopolis Worlds
Medium galaxy: max 4 Archaeopolis Worlds
Large galaxy: max 5 Archaeopolis Worlds
Huge galaxy or larger: max 6 Archaeopolis Worlds

--- Reduces the sensor range of the precursor event ship
--- Slightly lowered chance of Resource Sites spawning in planetary rings