Stellaris
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TechMatters
   
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Balance, Economy, Gameplay, Technologies
Mostra gli oggetti etichettati con tutti i termini selezionati: 2.1.4
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20 ott 2017, ore 21:34
30 ott 2018, ore 12:18
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TechMatters

Descrizione
The goal of this mod:
To create a greater divide between tech gaps and tech usefulness in each tier
To create more tech tiers and associated techs
To balance various gameplay elements
To provide more customization for civilizations on creation and advancement
Allow civilizations to build tall as a legitimate option


Recent Changes:
Posted: Oct 20, 2017 @ 11:34pm CST
Updated: Oct 17 2018 @ 5:37pm CST
This mod is being brought up to speed to Stellaris version 2.1.4 atm. The "goals" of the mod remain the same.

What is done v0.01:
Bombardment revamp:
-----Harsher bombardment; More frequent tile blockers, negative planet modifier chance.
General Balance:
-----All ship modules first stage balance complete; shield-armor-power-hull first stage balance complete
-----Massive buff to defensive station and megastructure output
Technology:
-----Stretched existing techs into Tech0 to Tech10; balanced techs and buildings accordingly; added new buildings and tech to each tech tier (limted for now)
Anti-Doomstack measures:
-----Hyperlane only; hyperlane takes on warp speed for travel, reduced planet fortification (for hit and run tactics)
-----Reduced naval capacity and things that increase it; increased naval upkeep cost


Compatibility -
will be working on getting this list down

Vanilla files modified:
-----TechMatters\common :
anomalies; ascension_perks, buildings, component_templates, edicts
megastructures, scripted _effects, solar_system_initializers, species_archetypes, technology, tile_blockers, traditions,
traits
-----TechMatters\ :
events\oribtal_bombardment.txt

Unique non-vanilla:
-----TechMatters\common :
defines; on_actions, planet_classes, static_modifiers, terraform
-----TechMatters\ :
events
gfx\interface\icons
Discussioni più popolari Visualizza tutte (1)
0
31 ott 2017, ore 18:03
Ongoing changes:
Tasshroom33
27 commenti
Maschinenmensch 12 lug 2023, ore 12:55 
Very Based. Tech is indeed made out of Matter.
sirknimrac 22 mar 2020, ore 17:51 
just found this mod.... is it still viable?
E4Strick 7 feb 2019, ore 15:48 
update to 2.2.x
Tasshroom33  [autore] 26 ott 2018, ore 17:10 
Completed the rebalace of the pre-expansion buildings
Tasshroom33  [autore] 24 ott 2018, ore 20:58 
Updated quite a bit. Includes faster gameplay changes.
Tasshroom33  [autore] 17 ott 2018, ore 15:42 
Currently updating the mod to match the 2.1.4 version of Stellaris. The mod is not quite feature complete to match the previous working version. Posted: 10-17-2018 5:42pm CST.
Tasshroom33  [autore] 15 nov 2017, ore 17:16 
Compatibility -
will be working on getting this list down

Vanilla files modified:
-----TechMatters\common :
anomalies; ascension_perks, buildings, component_templates, edicts
megastructures, scripted _effects, solar_system_initializers, species_archetypes, technology, tile_blockers, traditions,
traits
-----TechMatters\ :
events\oribtal_bombardment.txt

Unique non-vanilla:
-----TechMatters\common :
defines; on_actions, planet_classes, static_modifiers, terraform
-----TechMatters\ :
events
gfx\interface\icons
Kill3rCat [1st FORECON] 15 nov 2017, ore 5:32 
Huh?
Tasshroom33  [autore] 14 nov 2017, ore 19:21 
I lied, listed lol.
Kill3rCat [1st FORECON] 14 nov 2017, ore 19:12 
Fair 'nuff. :)