Stellaris

Stellaris

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Ancient Cache of Technologies
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2.088 GB
Jun 22, 2018 @ 4:37pm
Sep 28 @ 3:38am
446 Change Notes ( view )

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Ancient Cache of Technologies

In 1 collection by Chirumiru ShiRoz
PeerawatZ/ShiRoz Stellaris Mod Collections
4 items
Description
Introduction

Panada's Work

Ancient Cache of Technology explores the stories of the ancient enigmatic precursors, including the Curators, the Fallen Empires and those that came before them. Behind their history lies great many secrets yet to be rediscovered.

The Fallen Empires thought they mastered the Enigmatic Power, their dark matter and energy weapons supreme. But for how long? What if an empire manages to rise and learn their secrets, what if they surpass the known knowledge of the past, and forge a new future thought impossible?

This mod introduces a large varieties of new technologies based on the enigmatic powers. From ship weapons, to buildings, to armies or planetary decisions. Technologies are categorized into tiers, and there are event chains that each empire has to go through to acquire them...or steal them from the others.

Due to vanilla's lacking army contents, this mod also expands upon armies as well. Most importantly, the Hive Mind gets to have their own armies now (No more zerglings running home due to low morale)

Furthermore, the mod buffs the existing Fallen Empire worlds to be much harder to invade, with their home citadels now fully protected, their outlying planets now have proper FE-tier buildings and their armies now much harder to beat.

It also buffs and expands upon the Curator Order a lot, as well as adding an entirely new neutral leviathan-like faction who holds a massive starbase, waiting for someone to challenge them.

ACOT Override Function - Get this if you want Leviathan/Crisises to also be buffed.

ACOT Secrets Beyond the Gate - For another End Game Crisis with ACOT lore.

ACOT Extra Defines - For supplementary changes to make ACOT experiences better.


Optional Russian Localisation.

This mod should works fine alongside Zenith of the Fallen Empire

Features

  • Six new tiers of technology. One begins right at where the final vanilla tier ends. Two can be obtained as you progress further into utilizing Dark Matter and Dark Energy, another is a rare technology only a few can possess. One can be unlocked through hard exploring and efforts, and two can be unlocked by defeating a certain faction and figures out its puzzle.

  • Expanded ship sections and new stages of bio-ships that bring them up to the level as the Fallen Hive Empires.

  • Dark Energy and Stellarite as new strategic resources. Dark Matter also becomes much more important, as various components now require both to build.

  • Over 699 new technologies, many of which require special conditions to be met.

  • Armies Expansion. Normal, Hive, and Machine now have a selection of armies they can create to conquer their enemies.

  • New Building technologies based on enigmatic powers. Some of which offers unique planetary decisions.

  • New types of Planetary Bombardment Stances such as Punishment, Exterminatus and Annihilatus! Each with increasing degree of destruction. But planets can also retaliate against them with planet-size orbital defense cannons.

  • Battle against the massively enhanced fallen empires to claim their ancient technologies as your own in War in Hell.

  • Discover long lost and forgotten technologies, including the ability to create new celestial bodies, eradicate systems, or making self-assembling megastructure.

  • Interact with the Curators to discover various histories and secrets. Or just rob them (Destroying their stations will now give you enigmatic tech)

  • Meets the Phanon Corps, an illusive third-party paramilitary faction whose motives are unknown.

  • New origins including those that allows an empire to start at higher tech tiers.

  • Some updated vanilla assets.


Detailed List of Features here.[docs.google.com]

ACOT Timeline for those who wishes to know background lore of the mod's story.[docs.google.com]

Known Issues and Limitations

  • There will be a rather long increase in galaxy generation loading time if you have multiple fallen empires. This is due to ACOT removing the cursed all_tech_modules and run its own script to give FEs only relevant tier 6 techs.

  • Combat Computer selection UI is wonky at the moment due to PDX changes, no solutions found on our end yet.

  • Using this mod alongside mods that already buffs FEs may hilariously turn their power to over 9000. So be warned.

  • Some bugs may happen. Please report them, preferbly on Discord.

  • H and L slots occupy the same space in Ship Designer Icon, also cannot be fixed at the moments.

Balance

  • You were expecting to see balance in this mod? This is not an E-Sports game.

  • On a more serious note, components at Delta and Alpha follows vanilla 1.3x formula, later tiers have increased multiplier.

  • This is mostly an end-game mod, so AIs that fall behind in technologies tend to get memed a lot. But that's why the FEs and the Corps are for.

Save and Mod Compatibility

  • Hopefully will works on existing saves, but some stuffs may not work.

  • Overwrites most vanilla assault and defense armies.

  • Overwrites has_upgraded_capital_building and all of its upgraded variation to accept the new capital tier.

  • Overwrites some Curator Events (Specifically their introduction and hiring scientists)

  • Overwrites resource_table in the interface, but this mod's override function has accounted for
    1. Gigastructure's
    2. ESC
    3. Guille's
    4. Arcane Heritage
    5. Unknown's Component.
    6. Twink's Playable Fallen Empire.

    It's been a while since I update that list though, better to just grab a universal SR Patch
    If your mod has unique SRs and wish to add them, feel free to poke me.

  • Overwrites fallen_empire_initializers and many of it's associated scripts so that FE will spawn with new FE buildings.

  • Overwrites fallen empire designs.

  • Overwrites NArmy Defines.

  • Overwrites certain elements of Cosmogenesis and The Synth Queen Crisis.

FAQ

Q: I cannot upgrade my capital!
A: You have to do it via planetary decision. This is also explained in the tech description.

Credits and Special Thanks to

- Many of the artwork icons are from the following games, I do not claim ownerships of those arts. I will take them down if the companies have issues with them.
  • Command & Conquer 3 and Tiberium Alliance - EA Games
  • Starcraft 2 and Heroes of the Storm - Blizzard
  • Dawn of War 2 - Relic/Games Workshop
  • Heroes of Might and Magic: V - Ubisoft


- Wymorlon, SOPHIA, Velaroz, H11DN-D4NG3R, Raine for Discord Server Moderation.

- Garyx, Fragjacker for helping with some art assets.

- Other Panda for some code optimizations (Even if he does makes me explode a few times.)

- NHunter, I studied the codes for mod menu and certain components from his mod.

- Stellaris Modding Den Community, learned many useful stuffs there.

- All supporters. Your sacrifice against the FE will be honored in the New Empire.

I have a section on Discord for my mods here
ACOT Main Discord Server[discord.gg]

[discord.gg]

You can also support me on Patreon here [www.patreon.com].
Popular Discussions View All (254)
17
Oct 2 @ 10:44am
Crashes before startup (When loading game)
Mycario
11
May 12 @ 3:18am
Game is crashing
Comrade
42
Jul 26 @ 11:23am
What would one exactly need to defeat the Phanon Corps?
Quackinator
10,709 Comments
Kepler 5 hours ago 
@Nova Solarius Tysm!! That mod you linked fixed it! Dumb paradox modding stuff lmao. Finally i can see how many thingies i have! :happyfroggy:
H11DN-D4NG3R  [author] 10 hours ago 
@Asmodean, there's a reworked version of Better planet view that should work for that,
H11DN-D4NG3R  [author] 10 hours ago 
@Abdulal Im assuming you are using the construction ship interface, Its a long known issue in acot, just use the right click for Starbase construction.
abdulalheeti 10 hours ago 
Hello all. Im not sure why, but to build a starbase it costs 10k alloys, and it also costs dark matter and dark energy. I turned off NSC but that doesn't fix it. I don't use other big mods like Giga. this is the biggest one on my list.

Thank you.
Nova Solarius 13 hours ago 
That's because Stellaris mod support is held together by floss and chewing gum. Basically, if a mod wants to add a new strategic resource to the UI, it must replace the list of displayed SRs. If TWO mods want to add new SRs to the UI, BOTH must replace the list, which means that the first mod replaces the vanilla list while the second mod replaces the list of the first. To fix this, you can use a third mod with a list that contains the resources for both previous mods. A common example of such a mod is "Universal Resource Patch", which must be loaded after all mods that add strategic resources.
Kepler 13 hours ago 
how come i cant see gigastructures supertensile with UI overhaul. Are they incompatiable?
Asmodean Oct 3 @ 9:20pm 
Is there any way to have the fractured worlds(and upgraded versions) show their building slots correctly?

Its making it a little hard to build or upgrade buildings
Mlatimud Oct 2 @ 4:34am 
@Hannibal I mentioned that earlier, but I don't think the issue is with ACOT. Other events that add population out of thin air (Dimensional refugees in my case) also do not work. In it you get to settle a bunch of pops of your species on your capital planet and they also settle another unclaimed planet elsewhere and form a new empire. Well the empire happens but your capital planet numbers remain the same.
The add_pops works once you are able to see the pop ID (in my last two playthroughs I usually couldn't via debugtooltip for the first 80 or so years), my guess is something from the 4.1+ patch broke the above events.
H11DN-D4NG3R  [author] Oct 2 @ 1:35am 
@mafiokin No.
mafiokin Oct 2 @ 1:23am 
3.14 version?