Stellaris

Stellaris

Acquisition of Technology
Viser 201-210 af 274 forekomster
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Opdatering: 19. maj 2021 kl. 6:44

- Removed an old dangling unnecessary event.

Opdatering: 14. maj 2021 kl. 9:18

- Fixed the dark matter production core event not popping up again when chosing to postpone it after it was accepted first. (This affects only those which haven't had the event yet.)
- Added the option to completely skip this event and never be bothered again but also not gaining the tech.

Opdatering: 13. maj 2021 kl. 5:40

-Fixed the alpha project not requring 1000 influence for default empires, only for ascended empires in order to start the alpha project.

Opdatering: 11. maj 2021 kl. 12:52

- Fixed gestalt empires of all kinds not being able to research the automated buildings, despite finishing the dark matter production core project successfully. (This time for real I promise, please don't kill me)

Opdatering: 11. maj 2021 kl. 8:26

- Enabled the Warbarge to be used in federation designs such as the Galactic Defense Force.
- Reduced the maximum needed reactor power level for the dark matter production core to succeed from 2500->2000.

Opdatering: 11. maj 2021 kl. 5:01

- Removed some dangling assets in the dark matter production core project, that caused the mod to crash.
- Added a safeguard to the dark matter production core project reactor intensity crank, so that the player can't fill the reactor with dark matter, he doesn't have and then wonder why it doesn't work.
- Added some additonal tooltips to better explain what is going on in the dark matter production core project.

Opdatering: 10. maj 2021 kl. 5:41

- Fixed the dark matter production core technology be unavailable for gestalt empires even if they finished the actual event.
- Fixed a bug where the dark matter production core technology become available for research, without finishing the required event first.
- Added additional safety measures to make really sure you get the new automated buildings only when the technology requisities are met.

Opdatering: 9. maj 2021 kl. 6:34

- Fixed dark matter habitats, stolen from Fallen Empires, not upgrading correctly and thus not showing the appropriate mesh. (Requires new game)
- Fixed Fallen Empire dark matter habitats being spawned with too many buildings and also the wrong ones. (Requires new game)
- Added organic pop assembly for sigma tier clone vats. (Thanks SOPHIA for finding the issue)
- Added the automated buildings back to the game. They can be acquired without ZOFE ascension.
- Added a new event chain with a custom UI to provide the means to develop the necessary technology for automated buildings in an immersive way.

Opdatering: 30. apr. 2021 kl. 5:47

- Buffed Stellarite strongholds to give +200% health, damage and morale to any newly spawned army. The effect stacks with other Stellarite strongholds. This should help to scale better with fewer armies spawned being, more powerful.
- Fixed Stellarite Dragoon jobs not properly reducing crime for gestalt type of empires.
- Fixed Dark Matter enforcers not reducing crime properly for gestalt empires.
- Fixed Stellarite Giga Fortress operators not reducing crime properly for gestalt empires.
- Added missing Dark Matter giga fortress operator drone job for gestalt empires.
- Changed the Omega Tier enigmalith to use base ACOT stats, so that stellarborne crisis balance is not thrown into the gutter.

Opdatering: 27. apr. 2021 kl. 8:23

- Fixed Stellarite Dragoons not spawning any defensive armies.
- Changed the Omega Tier Enigmalith to cost 250.000 energy, 100.000 stellarite and 5.000 light energy to upgrade and also added a 5.000 energy and 2.500 stellarite upkeep.
- The Omega Enigmalith now also produces solely 500 light energy and nothing else, loosing the other resources produces by the stellarite tier enigmalith.