Stellaris

Stellaris

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Ancient Cache of Technologies
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2.088 GB
22. čvn. 2018 v 16.37
28. zář. v 3.38
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Ancient Cache of Technologies

V 1 kolekci od uživatele Chirumiru ShiRoz
PeerawatZ/ShiRoz Stellaris Mod Collections
4 položek
Popis
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].
Populární diskuze Zobrazit vše (255)
18
10. říj. v 13.57
Crashes before startup (When loading game)
Mycario
2
7. říj. v 7.29
Brocken Portrait
VersusPretor
11
12. kvě. v 3.18
Game is crashing
Comrade
Počet komentářů: 10 728
H11DN-D4NG3R  [autor] 14. říj. v 14.41 
@07 Check above. just above the ''Member of the Stellaris modding den''. there's a link to the acot discord.
07Gasimli 14. říj. v 14.39 
Author do you have discord where i can drop the planetary view image?
H11DN-D4NG3R  [autor] 14. říj. v 14.05 
@Emperor its a known issue that the districts cause a inescapeable death spiral.
Sadly Chiru is doing his thing to update SBTG fully.
Emperor Lowa 14. říj. v 13.59 
You know if you guys are still mulling over balancing the final spark origin against the district upkeep changes, have you considered adding planetary modifiers that specifically work for the origin and stop when you develop the relevant DM techs? i had an idea about like lore-wise ancient generators that survived the thrashing and keep the starting districts running but stop working or only give a small amount after you redevelop DM.

the best part is it ONLY would work on the homeworld fractured and didn't create the problem i did by just giving the starting buildings extra resource generation to compensate, and getting more dark energy than i really should at the start.
H11DN-D4NG3R  [autor] 14. říj. v 9.01 
@07Gasimli as far as i see i dont think anything unusual.
07Gasimli 14. říj. v 8.59 
I am talking about my planetary view, where you upgrade or construct new buildings, manage jobs etc. The view was big until I activate this mod
H11DN-D4NG3R  [autor] 14. říj. v 6.14 
@07Gasimli Unsure what you mean
07Gasimli 14. říj. v 6.11 
Guys does anyone know why when i activate this mod my planetary view just shrinks? I want my UI overhaul view back, even tho it is below ACOT mod it seems not to overwrite the view. Can someone help?
Marriope Colli 10. říj. v 22.48 
I found something, when i did the observe command i found the droppoint. But when i click it the star explode and become black hole and the planet is shattered. This can only be happen when we click the disable phanon corp, but i didnt disable anything. i tried making new save yet the same thing happening
Slayer 10. říj. v 21.38 
Did you check with the observe command that they do not spawn? They spawned fine in my last game. Sometimes they just spawn too far, or in a nebula.