Stellaris

Stellaris

Gigastructural Engineering & More (4.1)
Viser 121-130 af 951 forekomster
< 1 ... 11  12  13  14  15 ... 96 >
Opdatering: 30. juni 2022 kl. 12:08

Gigastructural Engineering & More Version 3.24.0 Hotfix 6:

• Fixed a number of critical errors causing unexpected effects in game.
• Changed a faction that was using an invalid deprecated subject type to be friendly instead.
• Potentially fixed issues with the final dig site not spawning for the Reality Code chain.

Opdatering: 27. juni 2022 kl. 4:01

Gigastructural Engineering & More Version 3.24.0 Hotfix 5:

• Fixed that Edict (it didn't work).

Opdatering: 26. juni 2022 kl. 22:43

Gigastructural Engineering & More Version 3.24.0 Hotfix 4:

• Added Edict to open Blokkat Willingness menu in case it doesn't work.

Opdatering: 26. juni 2022 kl. 22:37

Gigastructural Engineering & More Version 3.24.0 Hotfix 3:

• Fixed Subjugation terms not working.

Opdatering: 26. juni 2022 kl. 9:54

Gigastructural Engineering & More Version 3.24.0 Hotfix 2:

• Fixed Hieroghyphics (how the hell do you spell it) not working.
• Can no longer put the Blokkat harvesting beam on regular colossi.

Opdatering: 26. juni 2022 kl. 4:28

Gigastructural Engineering & More Version 3.24.0 Hotfix 1:

• Rogue Servitors are now far more likely to get Flusion in the Storm the Pyramid event chain.
• Secrets of the Shroud mod now sets the Blokkats to Endtekk.
• Updated Russian Localization (not the new stuff yet, thought). Thanks Zanoza-chan.

Opdatering: 26. juni 2022 kl. 3:12

Gigastructural Engineering & More Version 3.24: "Become the Blokkompound"

New Blokkat Path:
• Added a brand new way of dealing the Blokkats, letting you join them.
• New event after analyzing the Vester's shield to choose what to do.
• Can pick between fighting (normal) and joining them (only normal, non-gestalt, not genocidal, non crisis and non-emperor/custodian empires)
• Features a whole new line of Blokkat Research Projects just like the Vester shield stuff.
• First part is translating the Blokkat language.
• Second part is sending a message to the Vester.
• Third part is solving equations sent by the Blokkats.
• Fourth part is building a network of Blokkwork nodes within your empire.
• Fifth part is building a huge Blokkwork Pylon to prepare the ascension.
• Sixth part turns you into a Blokkat country, and you are now tasked with harvesting the galaxy.
• New "Yottajoules" resource once you start harvesting the galaxy, gains 100 per harvested system, lets you make more Blokkat ships.
• Once galaxy is 90% harvested, you get to delete it all and win the game.

• New "Blokkat Willingness" mechanic to represent your population NOT liking the idea of joining the Blokkats.
• Split between Military, Scientific, Government and Population Willingness. Each has its own value which averages into Global Willigness.
• They all give different maluses depending on their value.
• Leaders will also go on strike and refuse to work. Can be negotiated with through a custom UI.

Other Blokkat Content:
• Updated Blokkat ship models to new, fully custom models by MadamLava.
• Added Patreon Blokkats and traits for Micramism (Blokksauna), Omnitae (Blokkitae), Kazoi (Blokkazoi), Scuffed Gamer (Blokkiel) and LAJ-47FC9 (Blokk-Dog).
• Fusion Suppressor can no longer delete the Blokkats.
• Blokkazoi is a special Blokkat that will spawn as a ship when reprogrammed.
• Skout Fleets when spawning have a 5% chance of being replaced with Blokkazoi with a knife, provided she isn't already around elsewhere.
• AoT now sets the Blokkats to Endtekk. If you want big numbers, you get big numbers!

Katzenartig Imperium Changes:
• Katzen Warforges are now built over planets instead of asteroids.
• Katzen Tech buffs now scale way less aggressively (1% per level instead of 5% at regular difficulty).
• Difficulty changes the scaling. They don't get any buff on Relaxed and get more as difficulty increases.

AI Savings Changes:
• Migrated AI savings modifiers from 26 country modifiers to a relic to hopefully improve performance, on advice from PDX
• You aren't meant to ever see this relic but it looks super cool anyway, trust me
• Added a way to prevent relics being stolen after thinking maybe the previous idea wasn't going to work out for a week because it could be stolen (thanks PDX)
Supertensiles Changes:
• Doubled the amount of build speed gained per point of supertensile materials income
• Added diminishing returns to build speed, calculated after splitting between projects. In general, with the speed increase construction is faster than before at lower incomes and slower at higher incomes, with an increase in efficiency for splitting your income between multiple projects.
• Empires which start with a supertensiles bonus (void dwellers, frameworld) have their bonus decay more slowly at first, and faster towards midgame (in technical terms, the curve has changed from y=1-x to y=1-x³)
• Empires with start bonuses start the game with Applied Supertensiles 50% researched instead of just an option.
• Reworked how the Applied Supertensiles technology is drawn:
• No longer has a 5x modifier to base weight
• Is now naturally available after Starhold instead of Mega Engineering, in line with the requirements of the Orbital Ring
• Will also be available if you have any megastructures within your borders
• If construction of any megastructure is started without the technology, an event will provide the research option
• Fallen and Awakened Empires are now subject to supertensiles mechanics, and have their own buildings (and jobs, for the holy guardians!) associated with it.
• Added Megalogistics Export Wharf holding building, which uses subject resources to produce Supertensile Materials for the overlord, while reducing loyalty.
• Added Supertensiles resource term to subject agreements, which allows subsidy or taxation of Supertensile Materials.

EHOF Fixes:
• Fixed the majority if not all of issues with Reality Code Archaeology Site spawns
• Implemented an alternate spawn for the EHOF chain controllable by flags (by request)
• Fixed a large portion of the EHOF spaghetti code for generating systems and some of the spaghetti for generating resources.
• Fixed an issue that had been reintroduced which may have allowed AI to steal your reality code archaeology sites even if not in the system

Compound Rework:
• New Situation to deal with Immunity
• Three way to approach them
• Just wait it out (Typical 10 year timer)
• Fight them anyways and try to find a weakness on your own
• Use Blokkat weapons if you got them
• This will lead down to even more situations
• Solution event will not trigger by their expansion rate

• New Difficulty
• Easy, Normal, Hard, Brutal modes will replace the previous settings
• No longer controlled by vanilla difficulty and crisis strength
• Reshaper count (their colossus) will be effect by difficulty
• Following the Situation will be harder on higher difficulties

• Spawning Mechanics
• They will only spawn after vanilla end game crisis
• There must be EHOFs within the galaxy
• If you never built / destroy them, the Compound will be blocked

• Reworked Immunity
• Immunity comes from an special aura only their ships can have
• All hostiles will get an -10,000% damage mult when Compound is present
• Only weapons tagged as Anticompound can damage them (+10,000% Damage Mult)
• Aeternum and Blokkats have this tag so you can kill compound without QNM tech
• Ground Armies are disabled for now (cause they are not immune)
• AI Weights to make them smarter
• Minor bug fix when dealing with vanilla crisis
• Fixed their cluster refusing to spawn and breaking everything
• localization_synced migration

• Debug Menu for Situations can be accessed by
• Console command: effect set_global_flag = compound_debugmode

Miscellaneous:
• Updated LAJ-47FC9's Patreon Preset.
• Various localization fixes.
• Fixed a vanilla bug where habitats would not inherit the name of the planet they are built over
• Moved Aiondia very slightly to the left so that special projects don't break if you make it the capital (new game required)
• Prevented AI auto-settlement messing up the gamer FE's VR world a bit (oops)
• Adjusted orbital ring placement conditions to be more broadly compatible with mod content
• Fixed a whole lot of loc issues which were caused by the changes to loc in 3.4
• Updated overwritten triggers with vanilla changes (include new megastructures)
• Change is_regular_empire trigger in matrioshka because that allows the Kaiser to use gifted matrioshkas

Opdatering: 8. juni 2022 kl. 9:44

Gigastructural Engineering & More Version 3.23.3:

• Fixed the majority if not all of issues with Reality Code Archaeology Site spawns
• Implemented an alternate spawn for the EHOF chain controllable by flags (by request)
• Fixed a large portion of the EHOF spaghetti code for generating systems and some of the spaghetti for generating resources.
• Dyson Sphere Frame is no longer comically large.

Opdatering: 8. juni 2022 kl. 9:42

Opdatering: 27. maj 2022 kl. 2:28

Gigastructural Engineering & More Version 3.23.2 Hotfix 4:

• Blokkats, NDB, QSO and Penrose no longer delete Hyper-Relays. This should ensure they do not cause crashes when systems are deleted.
• Fixed issues with how the new orbital ring modules get dismantled.