Stellaris

Stellaris

Enigmatic Technologies
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Opdatering: 14. juli 2017 kl. 3:14

Alright here is the latest update and yes this one will break your games.
Added a building tech for the enigmatic and loop buildings to reduce the clutter in your building tab. Enigmatic STC and Loop Architecture are instead of being granted as research options like the other techs they are granted upon gaining their respective perk. However the basic buildings still require you to have the perk in order to build them.

I have also added in Strike craft The Cryptic Strike craft use the Fallen empire strike craft ship models which also match your empire's color. The Spiral Strike Craft use the Blue Crystal monster ship models.

Also worked more on Localization for the mod incoulding adding in tooltips telling you how to unlock the enigmatic designs and Loop Adherence Perks. I have also finally fixed the Issue I had with the Icon of Spiral Revolations.

My next update will be bigger with more Cryptic and Spiral Aux componates, Armies, Cryptic and Spiral FTL Drives along with more empire wide bonuses techs. I will also be adding in effects that change your country types into a new one when selecting my civics being Enigmatic Heirs and Loop Adherents. I will also be adding in Perks that will allow non Enigmatic and Loop empires to be able to contend somewhat with these powerful empires mainly in the form of bonus damage againt these groups these perks will be mutally exclusive. Meaning that if you select one of these nemsis perks you will not be able to gain Engimatic designs or Loop Adherence and nither will the Heirs or Adherents be able to select those nemsis perks. I will also be adding in perks that only Enigmatic and Loop empires can select. Also will try to add new subject types and maybe fix that darn Random name list so that there won't be nameless empires and add in events that allow contact with these powerful forces instead of alien civilizations that you cannot contact.

Opdatering: 24. juni 2017 kl. 16:03

It will take a while before I make my precursor events so for now I added an event that gives you an option to pick which precursor tech you want to start with as a research option these tech are expensive to research and will meet the tech requirement for the perks. In that event there is also an option to just declare the artifacts useless junk and get neither tech. Empires with my mod civics will not be able to pick ether option instead just declare it useless junk (they already have their own precursor tech). Also I lowered the number of perks needed for the ascension perks.

Other Changes:

-added the Enigmatic secrets and Loop insights techs. These techs add a number of small bonuses to your empire overall improving your empire as a whole list of bonuses.
ship_hitpoints_mult = 5%
ship_armor_mult = 5%
ship_shield_hp_mult = 5%
ship_shield_regen_mult = 5%
tile_resource_energy_mult = 5%
tile_resource_minerals_mult = 5%
tile_resource_food_mult = 5%
country_core_sector_system_cap = 3
planet_building_build_speed_mult = 5%
leader_age = +10 years
-Added Aux sections to ships that had to many componates to be showed.
-Added more localization.

Opdatering: 9. juni 2017 kl. 4:06

Here you are people the update you have been waiting for two new ascension paths for your empire to walk down upon where's the other three that came with utopia focused on the form your species will take genetic mastery/psionic transcendence/or even immortal yet souless bodies. Mine focus on the technological ascension of your race weapons/shields/aux items and buildings that will place your race far above the others. But enough flavor text let me tell you what you have won.

Two new Ascension paths with four new perks all of which increase your research speed by 10% for now... also they have a event window with flavor text and a to choose a option of your reaction (until I figure out how to seperate they based on ethics/civics have fun guessing which one belongs to what ethic/or mod civic
-Enigmatic Designs-This perk along with it's modifier will not only allow you to build the engimatic buildings but also give you all the other enigmatic technologies you could get from the fortress as research options as well as the other enigmatic technologies in the mod. Requires at least one of the engimatic fortress technologies to be researched. and for you to have 3 other ascension perks.
-Cryptic Inheritance-Along with it's modifier you get access to the cryptic level of technologies as research options as well you can build the cryptic level buildings. Reuires you to have the Enigmatic Desings perk and 5 other ascension perks.
-Loop adherence-This perk allows you to get the loop technologies as research options and build the loop buildings. Requires you to have researched the omeaga project and have 3 other ascension perks.
-Spiral Revolutations-This perk allows for the research of the spiral level techs and construction of the spiral buildings. requires 5 other ascension perks.

New civics; be aware these new civics will not have you start out with the mod buildings or the techs needed to pick up the ascension perks this are for empires who do not pick the advanced civics so that they may gain the benifits of the unity output the buildings could provide. They do not have any Icons yet.
-Adopted Heirs
-Chosen Adherents
There will be flavor text to follow them later.

New Ship types. These ships are far stronger than what their counter parts are.
Cryptic Ships: These ships will take on the color of their owner empire I have not tested it out with mods that add other colors If it is cabable of changing the color of fallen empire ships it will change the color of the these ships.
-Numeral Pattern: The Escort class of the Cryptic ships these have two section modules one normal one and the other is a torpedo core.
-Cipher Pattern: The Battle Crusier of the Cryptic Ships.
-Cryptograph Pattern: The Titan of the Cryptic Ships is capable of using the Cryptic Titan Lance.
-Cryptic Dreadnought:Lets just call this one the heavy titan of the lot it has far more hitpoints than the Cryptograph Pattern and is capable of using extra large weapons and using the Cryptic Titan Lance.

Spiral Ships:These ships will not take on the color of their owner empire sadly but I am not opose to adding different color options as seperate modules if there is a popular demand.
-Shadow:These are the small ships of the spiral fleet.
-Shade:The medium ships of the spiral fleet.
-Eidolon:The Large ships of the Spiral fleet and are capable of mounting extra large weapons.
-Spiral Terror:This "ship" uses the model of the Blue Wraith It is capable of using the Avatara Lance weapon.

New Weapons:
Cryptic:
-Cryptic Energy Blast: Think of it as a much more effective plasma weapon.
-Probability Missile: It is both a large weapon and a torpdeo weapon. The chance of it missing it's targe near zero.
-Cryptic Burst Lance:The might Lance weapons of the Cryptic Teir these have a long range.
-Titan Slayer Lance: These Lance can only be used by the Cryptograph and Dreadnought Patterns of the cryptic fleets these will oneshot most ships.

Spiral:
-Spiral Disintegrator: These weapons are capable of ignoring shields though the extrademsional version is still better at it than these weapons. The only difference is that these one will deal a lot more damage.
-Spiral Lighting: A medium mount weapon these weapons will completely ignore armor but they do not do that well against shields.
-Spiral Rift Burst: The Might Lances of the spiral fleet burn those who will not turn to the worm...
-Avatara Lance: These weapons are the mightest of the Spiral Teir weapons these can only be mounted on the Spiral Terrors and the Avatars themselves.

New Technologies:
Combined the separate weapon techs into 3 catagories of techs to reduce the tech clutter however you still need the highend basic techs to use the ship parts.
New FTL tech: These techs will allow use of the mod FTLs however you need the highest non-mod FTL tech to use the mod FTL drives.

New Authority: Note I intend to make this authority more difficult to get but for now enjoy testing it out. It does not have a it's own Icon yet.
-Celestial-This authority works as a combination of Imperial and Oligarchy your ruler rules for life has a heir but can be replaced in an emergency election.

I am aware that my random names for my empires do not work I will remidy this also I do know about the two dummy perks in the list will figure out how to remove them at a later date these will not provide benifits of any kind so don't be a dummy and select them.

Also you cannot outright build the spiral or cryptic buildings anymore being able to do so did not really fit in with my vision of them being powerful but bearly understood buildings but having the base building being able to upgrade into mean by means not understood did.

Opdatering: 16. maj 2017 kl. 19:47

Just a quick Fix there should not be any countrys that spawn that you cannot contact.

Opdatering: 11. maj 2017 kl. 21:08

Fixed issue with anniversary portraits disappearing

Opdatering: 9. maj 2017 kl. 14:52

Updated the Support Version to 1.6

Opdatering: 6. maj 2017 kl. 15:35

Fix issue were the other civics were not appearing correctly

Opdatering: 6. maj 2017 kl. 4:48

Added In the Basic Techs for the Cryptic and Spiral Tiers. These Allow for the Use of the basic Cryptic and Spiral ship parts and buildings.

Current Cryptic Techs
-Cryptic Access Controls:Gateway tech and allows the Cryptic Datacore to be built or upgraded from the Enigmatic Datacore.
-Cryptic Power Core: Allows the use of the Cryptic Powercore
-Cryptic Deflectors: Allows the use of the Cryptic Deflectors
-Cryptic Armor: Allows use of the cryptic armor
-Cryptic Encoder: Allows use of the cryptic encoder
-Cryptic Decoder: Allows use of the cryptic decoder
-Cryptic Disruption Field:Allows use of the Cryptic Disruption field
-Cryptic Power Extraction: Allows the Cryptic power plant to be built or upgraded
-Cryptic Mineral Extraction: Allows the Crypic Factory to be built or upgraded
-Cryptic Crop cultivation: Allows the Cryptic Agri Complex to be built or upgraded

Current Spiral Techs
-Spiral Revelations: Gateway Tech and allows the spiral paradox building to be built or upgraded
-Spiral Power Core: Allows the Spiral Power core to be used
-Spiral Deflectors: Allows for the Spiral Defectors to be used
-Spiral Encoder: Allows for the Spiral Encoder to be used
-Spiral Decoder: Allows for the Spiral Decoder to be used
-Spiral Disruption Field: Allows for the Spiral Disruption field to be used
-Spiral Power Generation: Allows for the Spiral Power Plant to be built
-Spiral Mining: Allows for the Spiral Mine to be built
-Spiral Crop Cultivation: Allows fr the Spiral Farm to be built

Added a few AI personalities be warned They have a 75% chance to have an advanced start if you use them and they have 1.75 bravery and a 1.5 buget for their military. They may be arrogent snots but they are warry of the younger races.

-Jingoistic heirs: Jingoisitic Heirs seek to rule the galaxy by the might of the Enigmatic technology they command ever seeking to recreate the empire that they are sure that the enigmatics ruled.

-Jingoisitic Isolationists: Jingoisitic Isolationists seek to create a buffer of Subject empires to place between themselves and the rest of the galaxy wishing to do very little with other empires.

-Radical Adherents: Radical Adherents more often than not seek to forcibly show the lesser races the might and power and oddly enough the love of the worm.

-Peaceful Adherents: Peaceful Adherents mearly wish to study the mysteries of the loop in peace and comtiplate on it's secrets how ever they rarely are excepting of offers to join federations created by the lesser races.

-Engmatic Mind: Engmatic Minds where created by the unknown Enigmatics for unknown reasons they get along well with their other engmatic sibbings but are far more aggressive against younger empires

-Beloved Mind: Beloved Minds for the most part wish to keep the love of the worm to itself and does not look favortiably upon other Adherent empires; even more negitavly on other Beloved Minds. Often times it may if it can win declare war on them.

currently I have been having a problem with the Hive personalities.
Will work on loclization more on a later date.
Every Icon should now have a picture to it.
Fixed starting events with Enigmatic heirs and Loop Adherents not starting with their buildings. Need to work on the Hive civics for not starting with their buildings.
Fixed Tech requirements which did not make sense (like some loop techs requiring enigmatic techs)
Edited The AI techs so that the Sythetic worker Tech is no longer needed.
Improved weights for that it prioritizes my combat computers over the default ones.
Improved Missile weapons to reflect on the Banks update which now fire faster.

Opdatering: 19. apr. 2017 kl. 4:58

Fixed most of the Componate Icons not appearing.
Fixed Power generation of Loop jump Drives
Added weight values to the Mod FTL Drives so AI will auto update your ships with the new drives.
Added a percent chance for AI empires to spawn with the civic this only happens at galaxy gernation this value is set to zero for my no AI Spawn version but your custom empires for you force spawn will start out with the techs in that mod if you wish.

Changed how the Social Techs worked now instead of a empire wide modifier both Enigmatic Social Experiments and Loop Indoctrination will now add two edicts that one will increase government ethos attraction and the other to increase attraction to ethos your empire did not start with. Both of these techs also add 2 more civic choices for your empire (bringing your civic total to 5 having both techs will not increase it to 7).

Added Loclization for Enigmatic and Adherent Government names with descriptions and Ruler Titles.

I plan to add diplomatic modifiers to the game changing the way other empires will see yours as well as AI personalities for those empires.
Until I can figure out how to add options to the diplomatic screen My plans for subject empires have been placed on hold.

Opdatering: 9. apr. 2017 kl. 4:26

At last what you all have been waiting for I have updated my mod to 1.5 and have added advanced civics which give the basic techs of the mod however I am currently having an issue with the event that replaces your starting buildings with mine. You can still however build the buildings when you start off with the civic. As for as I know I do not believe that the AI will start with my civics I have also changed the traits to be zero cost but also set their randomized spawn to no the civics however are the only ones that will give the techs.

Also added Hive mind civics that will give them the techs.

Improved my missiles to match 1.5 bonus to missiles

Have I not added locilization to the mod yet and I plan to add govenment names and AI personailities to match. Also haveing an issue with their tooltips

If you don't see a pop-up telling you that you got the tech do not worry! the event that gives you the techs hides the message.