Stellaris

Stellaris

Acquisition of Technology
Ergebnisse 141–150 von 277
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Update: 6. Juni 2022 um 7:12

- Fixed the Dark Matter Production Core event window to work, regardless which other window is open.
- Reduced the granted research progress on the Dark Matter Production Core tech upon success from 80%->20%.

Update: 6. Juni 2022 um 6:27

- Added a new scripted trigger to check if the Secrets Beyond The Gates (SBTG) Mod is installed. Without this check you may get Omega Tier techs without actually having Light Matter Reactors.
- Fixed MacR.I.P.P. planets not being per se eligible for building high tier armies eventhough they should.

Update: 4. Juni 2022 um 5:50

- Added the missing debug option for the ACOT menu.

Update: 2. Juni 2022 um 9:36

- Fixed wrong resource category of all bureaucrat jobs to be switched to `planet_administrators` jobs.
- Fixed wrong stockpile compare for the Gatekeeper reimagination project requiring you to have 25000 dark matter instead of 2500.

Update: 29. Mai 2022 um 11:57

- Added planet job output multiplication for capital buildings from ACOT once a certain tech has been researched.
- Removed build limits for all enigmaliths, you can build as many as your bank account allows you to.
- Fixed the newly buildable Delta/Alpha and Sigma habitats only requiring the ordinary habitat tech to be buildable and not the dedicated techs.
- Adjusted the costs of the directly buildable Delta/Alpha and Sigma habitats to match the total cost of to be the same as retrofitting existing habitats.

Update: 29. Mai 2022 um 4:46

General Improvements

- Added a new research district for the Dark Matter habitat.
- Added a new research district for the Dark Energy habitat.
- Added a new research district for the Stellarite habitat.
- Added a new job for the Alpha tier research facilities instead of reusing the Delta researches.
- Dark Matter, Dark Energy and Stellarite Habitat districts are now persistant between each retrofit so you don't have to rebuild everything everytime.
- Dark Matter, Dark Energy and Stellarite Habitats can now be directly built from the Megastructure build menu.

Balancing

- The values of the amount of jobs given are significantly reduced in almost all effected cases (mostly defence army generation)
- Bonuses given are reduced from several buildings.
- Resource output from some buildings in select areas are changed.
- Upkeep is increased for the majority of buildings.
- New resort & penal colony dis-allowances are added for some resource buildings (added to a scripted trigger in the appropriate file).
- The associated English and French information in localisation files have been added for new strings.
- Capital buildings have been nerfed significantly.

Update: 24. Mai 2022 um 8:15

- Added an override for the Phanon Emissary ship sections changing the prerequisite tech to the appropriate AoT technology.
- Fixed Phanon Emissary Framework COmputer being accessible after researching Sigma Emissary upgrade tech.

Update: 23. Mai 2022 um 11:31

- Added missing locale file for various shipnames used in AoT to be added for all languages so you can play with your native language without missing text.
- Added full russian localisation thanks to the user 'KEK'.

Update: 17. Mai 2022 um 4:38

- Fixed a bug with the naval capacity for the warbarge, making it unbuildable by any means.
- Reworked the ship build limits for the Gatekeeper and Warbarge so that they work as intended (They defaulted to 1 forever).
- Fixed missing fleet names for the Warbarges, especially for the Fallen Empires. (Only works for newly build/spawned Warbarges)
- Fixed missing ship class names for the Fallen Empires Warbarges. (Only works for newly build/spawned Warbarges)

Update: 16. Mai 2022 um 8:35

- Removed a redundant ACOT event override that is no longer necessary.