Stellaris

Stellaris

Acquisition of Technology
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Opdatering: 28. okt. 2023 kl. 5:02

- Fixed ruined orbital complex being spawned when the Dimensional Mirror blows up on wave 4.
- Fixed ruined orbital complex being spawned whenever a Phanon Great Wall Megaturret is destroyed.
- Changed Alpha, Phanon and Sigma Tier events from MTTH to being fired by on_action events instead. The new system will be triggered as soon as the ship reactor of the previous tier was researched. The events will then be scheduled to fire roughly after the same time as before with the MTTH and once the time is up, they'll check yearly if the actual prerequisites are met to start it and if so fire the event and if not check again after a year.
- Fixed wrong outdated checks for research leader traits instead of council traits inside of many AoT techs.
- Removed tech weight check for amount of planets < 2 for some AoT building techs as that would gimp any kind of one planet playthroughs, including void frames.
- Fixed a typo when attempting to place the Sigma SolaR.I.P.P., demanding a Phanon Pylon Star instead of the correct Sigma Star.
- Fixed wrong outdated trait names when spawning Phanon Vault PROTECC Fleet admirals.

Opdatering: 21. okt. 2023 kl. 5:24

- Updated Habitat deposits for 3.9.3 to add the new seperate planetary features. (Old habitat deposits should update whenever a new Orbital in the same system is built)
- Increased the base planetery size for all AoT habitats from 5 to 8 to match the vanilla habitat amounts of districts. (Only affects newly built habitats)
- Refactored some code bits to help setting up the new planetary features for the AoT Habitats.
- Added requested variable '@has_acquisition_of_tech = 1' for the Merger of Rules Mod.

Opdatering: 30. sep. 2023 kl. 9:40

- Updated bombardment entities asset file (Thanks to @inny78 for this)
- Updated the DoA override I used for the Dark Matter Production Core Project event to take care for the upcoming new DoA version. (Thanks to @daniellm for the early access!)

Opdatering: 23. sep. 2023 kl. 6:45

- Fixed many 'add_district uses inexistent district' errors in the log.
- Added new safeguards in the habitat scripted effect ot create new AoT Habitats, so that there should be (hopefully) no more issues in the error log regarding them.
- Fixed invalid district errors for AoT Habitat, Macripp and Solaripp districts using a non-existant district for the AI weight.

Opdatering: 20. sep. 2023 kl. 9:09

- Fixed 'add_district uses inexistent district: district_hab_arms_industry file' issue, since the scripted effect was meant to be used on vanilla habitats. (Requires new game to have an effect)
- Fixed Stellarite Habitat be buildable without the necessary tech because the required tech name was wrong.
- Added missing localisation for the new Habitat and Orbital types.

Opdatering: 19. sep. 2023 kl. 8:38

- Fixed a bug where vanilla habitats got their deposit removed which controls the addition of special districts on them. (This won't fix existing habtiats, only new ones. Retrofitting the habitats to Delta or better should fix this though)
- Updated Phanon Overlord/Oversee Jobs to now also produce influence and also updated job weights.
- Updated Sigma Overlord/Oversee Jobs to now also produce influence and also updated job weights.

Opdatering: 17. sep. 2023 kl. 10:55

Updated the Mod to 3.9 'Caelum'

- Completely rebuild the AoT Habitat system to work just like the vanilla habitats.
- Updated the Fallen Empire initializer from base ACOT and merged with my own changes.
- Removed the upgrade Habitat option since the new AoT Habitat complexes already start at the highest level.
- Major and Minor Orbitals will automatically update to match the visual of the central Habitat in case you retrofit it to a higher tier.
- All existing Minor and Major Orbitals will work just fine with the new AoT Habitat system and will grant new districts and building slots accordingly.
- All AoT Habitats already spawn as an advanced habitat so there's no need to enact that decision.
- Unfortunately due to how the Orbital System works, Mining and Energy Districts will be destroyed upon refitting the Habitat toa higher tier. The other District types will carry over just fine.
- There's no dedicated level for Major and Minor Orbitals, instead they will adapt their visual after they have been built, one size fits all.
- Fixed some Phanon armies not being properly buildable on eligible phanon worlds or worlds with Phanon buildings.
- Updated Mod Thumbnail to match new version number.

WE'RE RICH, MUSHROOM!

Opdatering: 9. sep. 2023 kl. 6:08

- Fixed the sigma version of the production gigaplex from synthetic age not giving access to the koolaid upgrade on the planetary decision.

Opdatering: 9. sep. 2023 kl. 5:55

- Fixed Planet Cost reduction modifiers doing nothing for PhanonMacR.I.P.P. and Sigma SolaR.I.P.P. Planets.
- Fixed missing planet cost modifier localisation.
- Updated Sigma Herculean defensive components so that they are no longer inferior to the base ACOT version.
- Changed the PhanonMacR.I.P.P. and Sigma SolaR.I.P.P. planet modifiers to be initally lower, to take planet ascension into account.
- Added Runic Power Building upkeep reduction modifier to PhanonMacR.I.P.P. planets.
- Added Stellarite Energy Building upkeep reduction modifier to SolaR.I.P.P. planets.

AYO THE STELLARITE PIZZA HERE

Opdatering: 2. sep. 2023 kl. 7:48

- Drinking the Phanon KoolAid to obtain Phanon traits is now possible again at Phanon Tier, requiring Runic power instead of Stellarite to activate.
- Resurrection now costs 10.000 runic power instead of 5.000 stellarite.
- Only leaders, who drank the KoolAid and thus have Phanon Traits, will be eligible for resurrection now.
- This should fix excessive prompt spamming for some random bloke who died in the backrooms, that nobody cares for.