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Ancient Cache of Fallen Empires
   
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5. čvc. v 23.54
15. srp. v 18.48
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Ancient Cache of Fallen Empires

Popis
The newest iteration of ACOT introduces weaker variation of Precursor Ships to the Fallen Empires to show they used to and failed on the path to Project Reimagnation as a tougher opponent to the Player Empires.

However, for the Fallen Empires to stay relevant as a Crisis on its own, I have made a few tweaks to enhance them to be more a formidable challenge, while still staying within acceptable lore and balance of ACOT.

Features

  • The Fallen Empires will have Void Star in home system and full access to Delta Technologies.

  • The Fallen Empires can use the Ascended Warbarge if you have Acquistion of Technology.

  • The Fallen Empires will have Precursor Citadels with Guardians and Sentinels as defense platforms in colonized and desolate systems respectively.

  • The Fallen Empires will receive a modifier that enhances starbases and defense platforms, and a modifier that increases damage against crisises (Vanilla Criseses, Aeternum, Blokkat, Katzen, etc) and Crisis Empire (also Default Empire, Ascended Empire and Lost Empire).

  • Awakened Fallen Empires will have a modifier to massively boost the economy and access to Alpha Technologies, regardless of the circumstance of their awakening.

  • Adjust the starting setup of Fallen Empires to equalize their economy and military for none to be easier to deal with than others.

  • Reinforcement Events for the Fallen Empires in peace and in war, supplying them with fleets until they reach 2.5m fleet power in peace, and two fleets while at war at the interval of 1800 days.

  • Support for Gigastructural Engineering's FE Planetcrafts and Mooncrafts to employ Delta Technology and Alpha Technology.

  • Support for Additional Crisis’ Super Weapons to use ACOT Override Components.

Overwrite
- FE Mooncrafts and Planetcrafts can use Delta Components as Fallen Empires and Alpha Components as Awakened Fallen Empire.
- Be careful with Disinterested Gamers from Gigastrutural Engineering because that function turns all Materialist FEs into Disinterested Gamers.

Compatibility
- This is NOT achievement-compatible.
- Do NOT place this above Return of the Beacons because this mod already has its variation of the Beacons System.
Počet komentářů: 22
Theion  [autor] 8. srp. v 14.10 
Partial carelessness on my side.

The issue is from generation of Fallen Empires, ACOT had the same issue in the past when they started with 20 repeatables, which is A LOT of technologies and because Fallen Empires are generated alongside the galaxy everything had to be dealt from galaxy generation.

Until Chiru changed everything to modifiers, which is a lot of less annoying and straining on galaxy generation.

The same issue in my mod because it gave the FEs a lot of techs for their starbases to start with Alpha tier weaponry, which I forgot to deal with despite already setting modifiers for FEs to circumvent the issue. So I deleted the part giving FEs a lot of techs and wah-lah, it worked as it should be.

TLDR: Do NOT cramp everything from galaxy generation.
Asteros'arius 8. srp. v 10.16 
I guess your mod truly was responsible for the slow galaxy generation issues i had before the recent update,

Out of curiousity, what was the cause of it all ?
Theion  [autor] 8. srp. v 6.26 
Okay, I think I figured the reason, this might cause FEs to become a bit weaker but whatever. See if you can load the game fast as before.
Kairi 8. srp. v 3.12 
The load order that I used to test that was
ACOT
ACOT Override
ACOT Secrets beyond the gate
ACOT Extra
Dawn of Ascension
Acquisition of Technology
Secrets of the Shroud
Ancient Cache of Fallen Empires

New game loads up relatively quickly as long as I don't have this one in that load order, not sure why.
Theion  [autor] 8. srp. v 1.33 
I think you were referring to ACOT? The main mod always has massive load time due to many things were cramped from game_start.

This mod tampered mostly on FE's initializer and scripted_effect so that should not have any impact on load time.
Kairi 7. srp. v 21.40 
So after some experimenting I've determined this mod causes a massive amount of load time to exist when starting new games, not sure why that is?
Theion  [autor] 23. čvc. v 20.33 
I changed that this mod doesn't require AOT anymore, the Ringworld Materialist should have similar setup to the vanilla Fallen Materialist now.
Theion  [autor] 23. čvc. v 18.40 
Oh, I forgot without AOT, the FEs will start without fleets. Never thought that would happen. Sorry about this, but please bear with the state of the mod for the time being. Once I have time I will try to change the mod so it would function normally even without AOT.
Theion  [autor] 23. čvc. v 18.18 
@MajorGeneralPike: Yes, because the Fallen Empires have access to Gatekeeper, Warbarge and Dark Matter Habitat in this, without AOT those won't appear. You could run without AOT (which is understandable since that mod isn't updated yet), that would cause the FEs to be weaker, at least.
Theion  [autor] 23. čvc. v 18.14 
Update:
I made some adjustment to the initializers, mostly to modernize and ridding of outdated buildings and codes.