Stellaris

Stellaris

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Ancient Cache of Technologies
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2.078 GB
22 Jun, 2018 @ 4:37pm
20 Jun @ 6:53am
443 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 (252)
15
12 hours ago
Crashes before startup (When loading game)
Mycario
9
8 Apr @ 10:55pm
Fallen Empire Titan Upgrade Idea
Inderezzed
11
12 May @ 3:18am
Game is crashing
Comrade
10,542 Comments
Slayer 16 hours ago 
ACOT does not keep legacy versions.
pro man 19 hours ago 
does anyone know if there is a 3.14 version of this? i cant seem to find it, thanks
Bruzmeal-Mithrilshaper 21 hours ago 
It's amazing, but after testing, I found that this seems to be a problem with the game itself, without any mods.
Maybe I should perform an integrity check.
Slayer 21 Aug @ 8:42am 
I have not encountered any issues with those techs in my recent run, are you sure it´s not caused by another mod?
Bruzmeal-Mithrilshaper 20 Aug @ 10:47pm 
Out of curiosity, why are the numbers on the Xeno Diplomacy and Xeno Relations icons in my game one level higher than those on the wiki? Is this a remnant from an older version?
They have become a buggy tech similar to a looping tech in my game. Even after research is completed, they do not disappear, and Xeno Diplomacy or Xeno Relations are not visible in the already researched tech tree. They reappear in the next tech card draw.
They only do not appear in the tech card draw when I use the console to research Xeno Diplomacy and Xeno Relations simultaneously.
Thank you for your assistance!
H11DN-D4NG3R  [author] 20 Aug @ 2:52pm 
@dawoc you are likely running outdated mods. please update your mods/remove/disable outdated mods
dawoc 20 Aug @ 2:36pm 
Hello. I've got a problem with this mod and the version 4.x. When I start à game, i've got the same pop-up that came every day and there are relative with events whose id are acot_pmc_merc.7, 6, 5 401, 404, 402, 4, 3 and 2. Is someone experiencing the same issues??
今晚打老虎 19 Aug @ 7:49pm 
The technological origins of t1-t6 have not been localized into Chinese
Frans 19 Aug @ 6:17pm 
It seems that AI cannot use biological ships they do not have the ability to create ships because they cannot design and only have the defense platform in the designer, and only with this mod active sorry for bad english
Ros[É] 19 Aug @ 5:09pm 
Can we get a Stellarite version of the Phanon's Decimator/Ignem Aeternum weapon?