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464.973 KB
20 out. 2017 às 21:34
30 out. 2018 às 12:18
65 notas de alterações ( ver )

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TechMatters

Descrição
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
Discussões Populares Ver todos (1)
0
31 out. 2017 às 18:03
Ongoing changes:
Tasshroom33
27 comentários
Maschinenmensch 12 jul. 2023 às 12:55 
Very Based. Tech is indeed made out of Matter.
sirknimrac 22 mar. 2020 às 17:51 
just found this mod.... is it still viable?
E4Strick 7 fev. 2019 às 15:48 
update to 2.2.x
Tasshroom33  [autor] 26 out. 2018 às 17:10 
Completed the rebalace of the pre-expansion buildings
Tasshroom33  [autor] 24 out. 2018 às 20:58 
Updated quite a bit. Includes faster gameplay changes.
Tasshroom33  [autor] 17 out. 2018 às 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  [autor] 15 nov. 2017 às 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 às 5:32 
Huh?
Tasshroom33  [autor] 14 nov. 2017 às 19:21 
I lied, listed lol.
Kill3rCat [1st FORECON] 14 nov. 2017 às 19:12 
Fair 'nuff. :)