Stellaris

Stellaris

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Ultimate Technologies - v4 Patch
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May 24 @ 6:54am
Jun 7 @ 1:40am
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Ultimate Technologies - v4 Patch

Description
This is a temporary patch for breloom1994's Ultimate Technologies . Whenever breloom gets around to a full update, I'll drop this.

Note: I've only done a single full playthrough (with other mods) and a couple targeted balancing passes. Everything I used worked fine but no guarantee I didn't break something. For example, I didn't test habitat or ring-world utopian infrastructure

Load Order
This is a PATCH , not an independent mod. I've only included files that were changed. You still require the existing 3.14 version higher in the load order
  1. Ultimate Technologies
  2. Ultimate Technologies Patch
  3. (Optional) Ultimate Weaponry (Standard)
  4. (Optional) Ultimate Weaponry (Standard) Patch

Changes
  • Variable updates for Stellaris v4.*
  • A number of rebalancing passes to line up with changes in Stellaris defaults and some common mods
  • Added a scripted variable so other mods can tell if Ultimate Technologies is loaded
  • Utopian Infrastructure... Ideally, we would swap out all district types when we trigger this decision, and then swap back on the abolish decision. There's only really a few ways to do this:
    1. Something like the current resort/prison planet system, which would require modifying a number of vanilla district files in order to include another case to exclude standard districts
    2. Something like an ecumenopolis. This is fine and might be the best solution in the end; however, it makes abolishing the decision tricky
    3. A ton of custom planet classes
  • For now, I've just enabled the new districts and any existing districts will migrate to their new equivalents. You will still be able to buy the vanilla districts and use their build slots (obviously a bit broken balance-wise)
  • Note: the extra district slots will not fit in the vanilla planet view. You are going to want to use a modded UI (e.g. UI Overhaul Dynamic )

Compatibility

I only changed existing files in Ultimate Tech and added some scripting utilities. No vanilla files have been touched. This should be safe to use with basically anything Ultimate Technologies is safe with.
21 Comments
Merc Sep 20 @ 4:57pm 
Hello, quick question. I have UI Overhaul Dynamic enabled, but the utopian city arcology districts still go off the edge and I'm unable to build above the 5th building in that section. Do you know why this might be or be able to offer any solution/advice in regards to correcting this?
Darkfalcone Sep 6 @ 8:24pm 
Will you make a patch for the Ultimate Weaponry: Restriction Break?
AdmirableOstrich  [author] Aug 25 @ 9:42pm 
@MrHouse This should still be working fine (i.e. works fine when I spin up a game). Maybe double check your load order. The main mod author is working on their official update so I'm not planning on making any changes
Mr House Aug 21 @ 6:40am 
btw it cause crash alot when i click my home planet
bb Aug 5 @ 12:46pm 
Dear author, please update the mod, the mod is very cool
fooldog Jul 27 @ 8:41pm 
thank you for the patch!
崔珏 Jul 22 @ 4:30am 
Can the author come up with a patch that prohibits AI from using mod technology, thank you very much
michaelleung2 Jun 13 @ 12:01am 
How difficult is it to patch the restriction break version of Ultimate Weaponry?
君の名前 Jun 8 @ 10:37pm 
@AdmirableOstrich Thank you for the explanation. I really appreciate your effort.
AdmirableOstrich  [author] Jun 7 @ 2:13am 
Minor update with some minor tuning

@君の名前 I added a quick patch for
Ultimate Weaponry (Lite) . Note that it was much easier to just modify my existing patch for standard than to rebase off the 3.14 version of Lite: i.e. you need to put the new patch after the base Ultimate Weaponry (Standard). Lite and Standard have all the same techs/components/armies/etc. so I just had to change some values.

If anyone wants a patch for Restriction Break that would be a bit extra effort as there's new techs and assets in it.