Stellaris

Stellaris

Fallen Empire Awakening Tweaks
Näytetään 31–40 / 76
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Päivitys: 17.4.2020 klo 14.51

- Used scripted triggers to clean up the tangled mess of federation fleet power clauses

Päivitys: 16.4.2020 klo 18.46

- Significantly increased the thresholds for awakening due to a strong federation, but added more checks for cases to reduce the thresholds

Päivitys: 10.4.2020 klo 7.12

- Fixed an issue where by late mid-game, just being in a war against an FE at all may have been waking them up with no fleet power check
- Fixed some inconsistencies in weights that was causing some fleet power checks to be redundant

Päivitys: 23.3.2020 klo 9.27

- Genocidal empires may join the unaligned league if they are feeling weak

Päivitys: 19.3.2020 klo 20.54

Version 2.4.1:
- Hotfix: Fix a missing closing brace that was likely causing a "blank event every day" bug

Päivitys: 17.3.2020 klo 17.13

- Tentative support for 2.6 (have not fully tested)
-- In particular, let me know of any parse errors in the error log.

Päivitys: 30.1.2020 klo 11.01

Version: 2.3.2
- Fixed a duplicate file that may have causing event conflicts
- Fixed an incomplete modifier preventing the "prefer finding FE of opposite ethos for Ancient Rivals" branch from being taken

Päivitys: 21.1.2020 klo 13.07

* Rearranged some of the conditionals for better performance (do cheap checks first)

Päivitys: 13.1.2020 klo 9.44

Version 2.3.0:
* Mostly a new version to bump the version number, which I have forgotten to do these last few updates
* Turned down some of the fleet strength cutoffs

Päivitys: 12.1.2020 klo 19.37

* Fixed a rather embarrassing issue where FE's were awakening, not when a default empire started standing a chance against an FE, if an FE started standing a chance against a normal empire (which is pretty much always), which means they woke up really early game
** This was due to me getting the relative_power trigger backwards
** Thanks to dostillevi for the report