Stellaris

Stellaris

Gigastructural Engineering & More (4.1)
Zobrazuje se 51–60 z 950 položek
< 1 ... 4  5  6  7  8 ... 95 >
Aktualizace: 5. dub. 2024 v 12.20

Aktualizace: 5. dub. 2024 v 11.41

Aktualizace: 1. dub. 2024 v 7.27

Aktualizace: 1. dub. 2024 v 7.00

Aktualizace: 27. úno. 2024 v 3.59

Gigastructural Engineering and more Version 3.30:

By @TTFTCUTS:
3.11 brings a major rebalance to research production, and we took this opportunity to re-evaluate several of our research-focused features. Things are going to be wonky with tech costs for a bit while we work out where we need the new values to be for things to feel right again.

Matrioshka Brain Changes:
* Drastically slashed the output of the Matrioshka Brain, by 80%. Even with only 20% of the previous output, it is STILL more cost-efficient than a science nexus.
* Matrioshka brains no longer boost research speed, or, erroneously in the case of non-scaling star types, unity production.
* Removed Virtual Reality segments. While interesting in concept, the way that you had to make the M-brain worse to invest into it was not a very enticing mechanic.
* Introduced the concept of M-brain uplink buildings. A completed G-class brain provides 4 of these buildings without needing to reduce output, but they're not yet implemented and will come in a follow-up patch. These uplinks will bring back several concepts previously used in the VR segments, but can be used anywhere. The number of uplinks is affected by star scaling.
* Behemoth (and Gargantuan) ring worlds can now coexist with Matrioshka Brains, in case you still wanted to have colonies in the same system. O class brains are too large to allow any rings, though.
* The Disinterested Gamers fallen empire type now lives on a Behemoth ring world around a G-class M-brain rather than VR segments.
* The M-brain version of the Enigmatic Observers' Preserve is now a single Behemoth ring segment and three fully ruined segments.

Iodizium Changes:
* Iodizium space deposits add a modest extra energy upkeep to mining stations collecting them.
* Iodizium miner jobs now produce 1 crystal each instead of 2. This still means they can produce significantly more than the average mining station with appropriate investment. They also now have additional consumer goods or energy upkeep, depending on country type.
* Iodizium Power Plants now have a higher mineral upkeep, lower energy output, boost technician output by 1 instead of 2, and add 0.5 mineral upkeep to technicians.
* Iodizium Labs now have a higher mineral upkeep, no longer produce research directly, boost researcher output by 0.5 of each research instead of 1, and add extra researcher upkeep.

Other Changes:
* Reduced the researcher-boosting effects of the EHOF science institutes from 30% and 45% to 15% and 25%.
* The Squareworld hub now scales in output from 5 of each research at game start to the former 100 at midgame year.
* Reduced job size scaling on the Birch, Alderson, and (ew) Void Birch.
* Temporarily disabled the Penrose Ring and Interstellar Ring origins, pending further work on ringworlds and readjustment for both origins.
* Disabled the penrose and interstellar ring techs for the same reason.

Bug Fixes:
* Bulk Fusion Plants correctly give jobs for Frameworld empires.
* All asteroid industry building same-system bonuses are now correctly affected by job scaling.
* Prevented the tech for big ringworld buildings being drawable by Frameworld empires, as they can't make use of them anyway.

By @Bread™ :
* Nerfed Kugelblitz
* Now considered a Kilostructure
* Now has an energy upkeep instead of producing energy
* Now stores only 25k resources
* Requires Citadel and zero-point energy but not mega-engineering

* Kugelblitz is now upgradeable with Mega-engineering and Tetra-dimensional engineering
* Mega version has 75k storage and counts towards Galactic wonders
* Giga(tetra dimensional) version has 150k storage
* Kugelblitz new model or something

By @Aerolfos :
* Maginot changes
* The Maginot required tradition tree is now in the trigger "has_maginot_defensive_tradition_prereq", which can be
overwritten if needed by other mods
* Change to tech weights for Maginot
* If an overlord/fellow scholarium subject has the Maginot prerequisites (galactic wonders and asteroid artillery) then a Bulwark that picked Unyielding can roll the Maginot tech. Overlord does not need Maginot tech.
* Note the Bulwark subject will still need Mega-engineering, but not Galactic Wonders

* Tech changes, specific values subject to change
* Consistently use scripted variables for giga techs, a lot of costs got reduced in the process
* Same with weights, gigas techs are now overall less likely to roll (might reduce spam from getting mega-engineering/galwonders/gigastructural)
* Use vanillas inline for rare technology weight boosts
* The three science kilostructures are no longer rare techs. Subject to further changes and reshuffling place in tech tree
* Add a tier 0 to prereq for two sentient metal weapons, hopefully stopping them from randomly showing up as tech options when they can't actually be researched
* Remove now extraneous modifiers from ai weighting for techs
* Remove modifiers to drawing tech categories matching a scientist's category skill, also not needed anymore
* Moved dlc restrictions to tech potentials with scripted trigger rather than a 0 draw weight modifier

Misc changes
* Stop FEs mounting sentient metal components, should prevent reverse engineering

Aktualizace: 27. úno. 2024 v 3.54

Aktualizace: 27. úno. 2024 v 3.50

Aktualizace: 10. pro. 2023 v 9.55

Gigastructural Engineering and more Version 3.29.1 Hotfix 1:
* Temporarily disabled Katzen leader culling event as it kills too many leaders.

Aktualizace: 9. pro. 2023 v 11.27

Gigastructural Engineering and more Version 3.29.1:

Asteroid Manufactory Rework:
* Reworked the Asteroid Manufactory. Instead of directly producing Consumer Goods, it now gives a choice of special buildings based on the type of asteroid it was built on, as well as present deposit. Refer to the mega build menu for specifics.
* Available earlier and cheaper, it is now properly positioned as a Kilostructure.
* These buildings provide 10 jobs of the associated type (alloys, consuemer goods, energy, food, supertensiles) and have an extra bonus if built on a planet in a system containing the corresponding megastructure.
* The food one has a special power, useful for those who like to go fishing.
* Existing Manufactories and ones in the Aeternite systems will remain the same as now, albeit with a different name.
* The Alderson Disk and Birch World are now considered dry climates once more to compensate for this change.

Other Changes:
* Pouchkinn and his Bogged Down Researchers have had their awakening condition changed from midgame +90 years to endgame -10 years. This makes no difference when game dates are set to default, but means he is now tied to the endgame date instead of midgame.
* Resource booster buildings on the Frameworld no longer get improved effects like ringworlds by default.
* Added a decision with the Orbital Rings tech to enable the extra effects for booster buildings.
* Frame secondary growth jobs for organic empires reduced from +1 secondary growth per month to +0.8, but secondary growth will now benefit from logistic growth, meaning they effectively give +1.2 per month under the right conditions.
* Reduced the effect of the Field Isolation Grid Orbital Ring building from -75% building iodizium upkeep to -35% (I forgot just how many upkeep reduction buffs there were and including those this was excessive)
* Follow-up technologies for the Planetary Defense Nexus won't roll any more unless you actually have one of them.

Bugfixes:
* Hooked up Hypersiphon shroud incursion portal death event which was always there but accidentally was not being fired.
* Added loc for several job scaling modifiers for Telepaths
* Added Shroud Conduit jobs to the high density planet scaling deposit, because they were always meant to be diluted in places where that applies.
* Corrected our orbital ring buildings and modules to say that they are for orbital rings in tech unlocks.
* Frameworld secondary growth no longer incorrectly stops at 500 population
* Added missing Frameworld factory districts to toxic spa growth calculations.
* Many other bugfixes by @Bread™.

* Dofus is now properly French in the Flusion resistance menu.

Aktualizace: 18. lis. 2023 v 11.38

Gigastructural Engineering Version 3.29:

**Updated to 3.10!**

By @TTFTCUTS:
General Changes
- Changed prerequisites for the Orbital Resource Extraction Maximization tech (unlocks orbital ring strategic resource buildings) to require any one of the three main strategic resource mining techs instead of all three.
- Changed prerequisites for the Supertensile and Iodizium orbital ring buildings to not require the above tech, in case you never happen to find any of those prerequisites somehow.

Psychic Hypersiphon
- The Psychic Hypersiphon has received a complete rework. It is now cheaper, faster to build, obtained earlier in the tech tree, and can be built an unlimited number of times (by default), but is drastically weaker and has very different core mechanics.
- Gone are the days of accidentally summoning the unbidden (and therefore the blokkats) on yourself, only to then never build it again in subsequent games. Now it comes with its own bespoke mini-crisis, using new techniques written for our future difficulty rework.

- The tech line leading up to the hypersiphon has been replaced and shortenend, removing most of the generic buffs.
- The Shroud Capacitor building has been replaced by the Shroud Conduit, which reduces psionic pop job upkeep and provides two jobs which boost psionic pop job output.
- Building a Hypersiphon will boost all of your Shroud Conduits, giving them an additional +1 job and +1 job per 80 jobs, as well as causing the building to generate Psionic Sublimate for every psionic pop on the planet. This effect stacks with additional Hypersiphons.
- This power does not come without a price, however, and boosting your Shroud Conduits will also cause Shroud Conduit Instability, which feeds into a new situation. The more instability, the faster it progresses. The denizens of the shroud might not take kindly to plundering their realm...
- Psionic Entity armies have been modernised, made a little less powerful but a little tougher, and no longer have morale. Their cost and build time have also been changed.
- Psionic Sublimate can be used to mass-summon psionic entity armies in a similar way to mass recruitment on Maginot worlds. Additional armies are summoned per Conduit job worked, and a fraction per psionic pop on the planet.

By @Bread:
#KATZENARTIG IMPERIUM CHANGES
- Made the Katzenartig Imperium more performant
- Made the Katzenartig Imperium utilize more than a single fleet
- Capped the maximum number of ships in a Katzenartig Imperium fleet
- The "Kaiservorheerschaft" fleet now reinforces, and has a greater fleet command limit than other Imperium fleets
- Some minor bugfixes

#MISC CHANGES
- Changed Strike trait from join the blokkats to a single trait
- Generals are kill :(
- Decreased the performance hit from spawning empires (such as aeternum or primitives)
- The psychic beacon tech now respects all chosen ones
- Reviving Meopa only adds 2 leaders now (commander and official)
- Offset the spawn of the Azilash from vanilla so as to not interfere with the Gigas core generation
- Let "The Creature" escape containment