Stellaris

Stellaris

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Ancient Cache of Technologies: Extra Defines and Changes
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Nov 15 @ 9:12am
Nov 18 @ 6:07am
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Ancient Cache of Technologies: Extra Defines and Changes

Description
This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. It can however be used without ACOT if you so desire.

#Note : Not all changes are listed below, some may be missed, I will add them in as I remember lul.

Gameplay Changes

    Combat
  • Redefines how fleet power calculation work, reducing overall fleet power, but will fix the "1" fleet power bug. (It may still happen on ridiculously overpowered ship)

  • Fallen Empire Decadence now increases every year by one but has its capped increased to 500.

  • Planet regenerates health twice as fast, but takes twice as long to begin healing.

  • Armies take higher damage from bombardments.

  • Policy now has only 5 years cooldown period.

  • Debris lasts twice as long, gives a lot more experiences but only provides 5% progress.

  • Base Maximum megastructures that can be built increased to 5.

  • Evasion Cap increased to 190 (Still gets countered by Tracking)

  • Ships will try to readjust their positions based on their tactics much more often.

  • High Tracking Ships will target high evasion ships much more often. Low Tracking Ships will try to avoid shooting at evasive ships.

  • Starbases are much less likely to be targeted if there's defense stations protecting it.

  • Army Morale Damage is reduced by roughly half.

  • Morale is only considered low if below 30% (from 50%)

  • Reduces fleet upgrade time by a lot, but reduces the refund costs for changing components.

    Leaders and Forces

  • Increase Leader Level Cap to 20.

  • Admirals are twice less likely to die in combat.

  • Prevents generals from ever dying in ground combat (they are already not that useful, better to just make them not dead, besides they are supposed to strategize and lead, not throwing themselves into harm's way.

  • Increases experience gains for both leaders, armies and ships.

  • Improves stats from leader level and ship skill levels.

  • Command Limit increased to 1000.

  • Naval Capacity increased to 99999.

  • Starting Naval Cap increased to 40, I know you are relatively new to space travel, but come to @*!@ on, only 20 ships? :P

    Repeatables

  • Reduces most non-economic repeatables to be capped at 20.

  • Realigns some repeatable engineerings to Physics and Society so they don't infest Engineering as much.

  • Readds Hull repeatable upgrades.

  • Many previous repeatables that were capped at 5 has been increased to 20.

  • Fallen Empire will now have repeatables at 20.

  • Research Pact now increases known tech research speed by 100%.

Graphical Changes
  • Make fleets scatter more so they don't clump up.

  • Make missiles spread slightly a bit more so they don't clump up.

  • Reduces Strike Craft's trail length as they tend to look kinda dumb.

Limitations (IMPORTANT)

  • Fleet Powers will start to increase dramatically if evasion goes above 90, and skyrocket if it goes beyond 100. Take exceptional care when designing fleets and takes into account their stats first. This cannot be fixed at the moment because there is no defines that allow for modification of evasion calculation.

  • Fleet Powers can still bug out at extreme lengths (like Stellarborne-tier) but it still works on Phanon (which had above 10m hp)


FAQ


Q: So why do my fleets suddenly have stupidly low fleetpowers?
A: The new calculations make the game less overzealous with how it calculates hull hp, evasions and weapon damage, which also fixes the issue of it not being able to display a fleetpower above 800k-ish without going into 1. (Ship fleetpower, not fleet total power)

Q: Does it actually make my fleets weaker?
A: No, your ship still have the same stats, but events that calls for fleetpower check will require you to do extra works to reach the vanilla score.

Q: Can I use this without ACOT?
A: Yes

Q: Why cap repetables?
A: To keep things realistic, and to prevent the game from actually overflowing. Just how much can you make the kinetic gun fires faster before it can reaches across galaxies in single second?

Q: This seems to be oddly small for an ACOT submod.
A: Wryyyyyyyyy

Q: Who came up with the numbers and balances, can't be you since we all know Panada sucks at balance.
A: The Panada has consorted with multiple dudes to come up with new calculations. Is it balanced? Possibly? Does it work? Yes. Just be glad I manage to fix the 1 fleetpower problem that has been plaguing this game for aeons.

Compatibility

  • Overwrite certain vanilla define stats.

  • Overwrites 00_static_modifiers.

  • Overwrites all three repeatable files.

Credits and Special Thanks to


- Wymorlon for many useful insights and intense debate whether xenophobes should have gene points.

- Velaroz, because hes the calculator. If ♥♥♥♥♥ are broken, blame him lulz.

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

- All supporters. Your sacrifice against the FE will be honored in the New Imperium of Meme.

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 (2)
1
Nov 15 @ 10:13am
List of Changed Defines.
Chirumiru ShiRoz
0
Nov 15 @ 12:13pm
Leader and Skill Level Changes.
Chirumiru ShiRoz
< >
27 Comments
The Mysterious Stranger Nov 25 @ 11:54am 
Found an issue where the marauder raiding fleets use fleet power to determine the "condition" of their fleets, so with this mod they immediately abort any raids, usually before the raiding fleet even leaves their home system.
Chirumiru ShiRoz  [author] Nov 24 @ 3:07pm 
It was a bug on the main ACOT which I just fixed in the latest update.
Klem Nov 24 @ 12:42pm 
@WERWOLF-SS it seems to be a conflict that happens with the base ACOT already as far as i can tell. Still not 100% able to pin it down but i had the same problem.

@Chirumiru ShiRoz the moment were i comment out the base definition in acot_assault_armies basically the part in ### OVERWRITE
# Assault Armies
assault_army = {...

everything seems to work perfectly fine, but otherwise the AI will not build any armies and so never declare war,
But for the life of me i can't figure out why. Any chance you could point me in the right direction on that one. Would be much appreciated, other than that i really like the amount of effort you put into the whole thing it provided my already with tons of fun content, so thank you for that
WERWOLF-SS Nov 23 @ 5:21pm 
It is a conflict with another mod I have. Taking this mod off and empires are starting to make armies again.
Chirumiru ShiRoz  [author] Nov 23 @ 8:39am 
This mod doesn't touch AI decision making.
WERWOLF-SS Nov 23 @ 7:51am 
AI Empires are not building armies at all.
thryllth Nov 22 @ 1:41am 
Wait so with this mod my general riding in a planetary invasion tank wont get randomly sniped the minute my ground forces land? The fact that generals in this game die at a rate that would make 2nd Lts nervous is preposterous thank you for addressing this issue.
Chirumiru ShiRoz  [author] Nov 21 @ 11:13am 
Check limitations part which I just added.
Dragatus Nov 21 @ 10:19am 
Corvettes might be ranking high in power because their evasion is no longer capped at 90.
HuaLim Nov 20 @ 9:37pm 
I found that Fleet combat from Corvett was much higher than expected. For Ex. one of corvett had 300 Fleet combat (but it should show at 44 Fleet combat, as recommend from Shiru), but one battleship had only 200 Fleet combat.
Should it had conflict with other mods or bug?