Stellaris

Stellaris

Guilli's Planet Modifiers and Features
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Update: Apr 18, 2021 @ 11:14pm

Fixed a bug where the casus belli for relics was no longer availible
Fixed some typos

Update: Apr 17, 2021 @ 3:05am

-Some minor bug fixes
-The Event that "upgrades" the mineral planet modifiers has been changed to have 3 possible outcomes that are now always better then replacing the modifier.
-Some rebalance of food districts on planet modifiers
-Added a few "+pop food upkeep" values to planet modifiers where it makes sense.

Update: Apr 15, 2021 @ 9:10am

- Updated to version 3.0.1
- Pop job reductions where it made sense to match the new pop job numbers in the game
- Most planet modifiers for normal habital planets have gotten a balance pass.
- Integrated some of the new spy/intel related modifiers where it made sense
- Added an event that gives you all an empires relics if you completely destroy the empire
- Added an event that gives you all an empires relics if you integrate them
- The event that gives you all an empires relics if you subjugate them also gives a bunch of resources
- Traits were balanced a bit
- Relics were balanced a bit
Precursor modifiers have been adjusted where needed (changed and/or balanced)

Update: Apr 8, 2021 @ 10:27pm

- Fixed missing component cost economic_category modifiers, this fixes the orbital manufactorium event ship not producing alloys
- Fixed disappearing subsurface prison building
- Replaced the soldier jobs on the ringworld simulators modifier to a bonus to army starting experience. Didn't work for gestalts.

Update: Mar 31, 2021 @ 6:17am

Fixed a common bug that prevented gestalt empires from building certain reward buildings, ringworld decisions and habitat decisions.

Update: Mar 30, 2021 @ 10:37pm

fixed a missing } in dig site events file

Update: Mar 30, 2021 @ 11:37am

- Adjusted precursor dig site reward structure so they have more chance to give something cool
- Adjusted reverse engineer precursor minor artifact action
· Now has a 20 year cooldown
· Increased the rewards
· Increased the cost
- Adjusted the sell minor artifacts action
· Increased the cost
· Increased the energy credits you get
- Fund artifact research centre action cost reduced to 20 minor artifacts
- Precursor edicts minor artifact cost increase to base 50
- Made it clear what type of leaders gain traits from exploration or precursor rewards
- Added 19 new war goals to steal the base game/DLC relics along with custom names for the wars resulting from this wargoal
- Subjugated countries will now "gift" you all their relics
- Reduced the spawn chance of the anomalies added by the mod
- Buffed the minor survey megacorp discovery rewards/deposits
- Increased the influence cost of minor survey research bonus reward option to 15 influence to account for the better research deposits
- Fixed some spelling errors
Added Russian translations by Semaru. There's a few new English lines that need further translation, will add those once I get them.

Update: Mar 22, 2021 @ 12:01am

Fixed an issue with event window on_colonized.1
Fixed a bug where two ringworld decisions could only appear if you dont have utopia DLC, oops!

Update: Mar 21, 2021 @ 1:45am

NEW:
- Planetary ring Resource Extraction Sites (RES) are back! Colonizing planets with planet rings around them will now have several RES spawn in the rings to mine.
- Ringworld and habitat planet modifiers overhaul
o Several rare techs now unlock the ability to perform ringworld planet decisions to customize the ringworld a little bit
o Habitats have several habitat decisions available, some based on where they are build.

Changes and improvements:
- 30% of mineral and energy deposits from non-owned system planets are removed to account for the many deposits the mod creates. At the start of the game, the total mineral and energy deposits is now around 5% less than the base game. Those 5% cover the additional deposits that are spawned form events and discoveries.
- Hunt the killbots planet decision text has been improved!
- Script improvements so the planet modifier “Precursor Ruins” correctly provides 4 extra pops when colonizing the planet
- AI empires now aggressively use planetary decisions added by the mod as well as the new habitat and ringword decisions
- Snakes on my terraformed world?! - Giant Ocean Snakes will no longer appear and haunt your new terraformed planets.
- Overhauled survey rewards a little bit so they are cleaner and feel better. Especially with the "Away Teams" Survey policy option.
- Tons of survey reward tooltip improvements
- Relic "drop chance" has been increased for the precursor expeditions
- Change guaranteed Bernard’s star precursor star filter modifier to be chance based
- Alien Egg colony event was updated: The xenomorph invading army event is removed, instead it now has several possible outcomes (most bad). The invading army sometimes for bugged and couldn’t be removed (engine bug).
- Removed the energy upkeep cost of the Precursor planetary shield feature
- Megacorp and Materialist/machine survey event options now have a more variety of option names
- Megacorp survey events option now also provide a small amount of energy credits
- The Survey Policy will now be set in advance based on empire ethics/type
- Precursor events on gas giants and asteroids no longer spawn precursor modifiers

Bug Fixes:
- Fixed missing ancrel.4011 options
- Fixed machine world relic machine world decision not clearing planet modifiers and deposits
- Precursor shipyard digsite and rewards will now also work/spawn if the precursor shipyards is on a sun. The precursor digsite rewards will in that case be merged into other precursor digsites found in the system. This mostly applies to precursor home systems which always have some.
- Fixed bug preventing Enigmatic Adviser relic from appearing in the game
- Fixed missing leader_trait_gpm_personal_mech localisation
- Special Relic world deposits like tank factories will now remain when you turn the relic world to an ecumenopolis
- Fixed the dig site reward "weapon manufactory ship", it should now correctly spawn
- Precursor shipyards model around the sun should no longer be removed when building a ringworld in the system
- Fixed a bug preventing the second possible empire modifier from being rewarded on "hot core" discoveries. Thanks Govannon and Tonberrian for finding this bug!
- Fixed display bug with precursor archaeology lab not displaying they provide archaeologist drones
- The drake system hoard planet no longer is effected by parts of the mod, this should prevent the rich deposits from being wiped.
- Death World planet modifier should now be correctly removed when you terraform the world
- Fixed bug with Hive World Fossil event not correctly spawning a queen
- Fixed bug where hive empires didn't properly unlock the "Exotic Park" building
- Fixed numerous other minor bugs and typos that I've forgotten to write down :)
- Alien Egg event reward that spawns a small xenomorph army fleet will now tell you it spawns xenomorph army fleet
- Updated the Baol life seeded decision overwrite to match the vanilla decision so the planet no longer rerolls planet deposits.
- Mod will no longer apply modifiers or precursor stuff to the vanille event 'C.A.R.E.' relic world to prevent bugs

Update: Oct 31, 2020 @ 6:40am

Fixed an issue where too frequently 6 mineral deposits spawned in space.