Stellaris
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6 лип. 2019 о 2:08
7 черв. о 9:04
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Guilli's Technologies

Опис
Guilli's Technologies
For version 3.7/3.8/3.9/3.12 of the game.
Compatible with all DLC. DLCs not required.
Compatible with all mods.
English and German Localisation[/]


  • 125 new technologies
  • Vanilla-like technologies
  • Some rare technologies
  • Some gestalt, hive or machine unique technologies
  • Most technologies only show up when you do or encounter specific things
  • Some technology options dissapear after a while as the game progresses (eg; early science ship technologies)


Huge special thanks to Taylor for virtually all of the writing!
Extra thanks to Patrick_From_Germany for the German translations!

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Hello, if you like what I do and wish to thank me for my work on this mod you can do so by donating a few dollars. This money will not go to waste and will help me greatly in my passion for modding. Any support is greatly appreciated! Thank you.

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Thank You
Популярні обговорення Переглянути всі (2)
6
27 листоп. 2022 о 1:28
Technology List
Guilliman
1
12 квіт. 2020 о 15:47
Dependency changes
Xios
Коментарів: 494
BeethovenFM 17 год. тому 
Welcome back!
Thanks
Sulfurine 14 черв. о 0:29 
Many of the modifiers that are used in this mod seem deprecated actually ; you also might want to tweak some of the techs that are no longer in line with Stellaris' direction since 3.10 regarding science (removal of vanilla techs that add science production) and fleet building (removal of vanilla ship build cost and upkeep reduction sources).
Sulfurine 13 черв. о 23:56 
The early game tech that reduce the build cost and build speed of construction and science ships use deprecated modifiers ; it should be updated to something like "shipclass_constructor_build_cost_mult" or "shipclass_science_build_speed_mult". The "add" modifier doesn't seem to exist anymore either.
Sicissa 11 черв. о 5:35 
Welcome back! :)
I found a mistake in the researcher technologies: e.g. GT_planet_researchers_society_research_produces_mult:
Here the modifier planet_researchers_energy_produces_add = -2 was used, which unfortunately multiplies the negative ‘production’ by some other modifiers (e.g. Virtual Ascension Clustered Capacity).
My researchers currently ‘produce’ -16 energy each due to the various multipliers on ‘produce’.
To fix it, the line would have to be changed to planet_researchers_energy_upkeep_add = 2. :)

same for
- GT_planet_researchers_engineering_research_produces_mult
- GT_planet_researchers_physics_research_produces_mult1

Thank you for your great work! :)
MaulMachine 10 черв. о 20:09 
Oh fuck you're alive! Welcome back!
StarDruid 10 черв. о 2:55 
Do you think the the constructor/science ship techs could effect the Eager explorer 's Engineering/Exploration ships as well? Or maybe Flavor Techs saying it doesn't?
vardicdestroyer 8 черв. о 23:19 
Got a blank tech earlier. Regenerative Cellular Reconstruction. No text description, no text list of effects. Hovering over it gives flavor text about resequencing and splicing DNA to live longer. Is this one of yours that's not working correctly?
strand79 8 черв. о 4:44 
Thanks a lot for the update! :-)
Ginger Minge 7 черв. о 14:47 
Thanks a lot for the update!
christophe.poth 7 черв. о 11:22 
Hi Guilliman !

Thanks a lot for this !

Best regards !