Stellaris
Acquisition of Technology
Показані результати 61–70 із 277
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Оновлено: 17 верес. 2023 о 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!

Оновлено: 9 верес. 2023 о 6:08

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

Оновлено: 9 верес. 2023 о 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

Оновлено: 2 верес. 2023 о 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.

Оновлено: 27 серп. 2023 о 5:30

- Merged the latest Runic defensive component values from base ACOT into AoT.

Оновлено: 30 лип. 2023 о 5:59

- Fixed broken Phanon vault protecc fleet localisation
- Fixed spawned leaders of the Phanon vault protecc fleet joining the player instead of the target fleet
- Fixed those leaders having Paragon traits eventhough they shouldn't.

Thanks to Megumin for the fixes!

Оновлено: 30 лип. 2023 о 4:32

- Fixed wrong Dawn of Ascension flag used to detect if the player has ascended DoA style. This prevented several techs from being drawn properly.

Оновлено: 25 лип. 2023 о 10:05

Updated the Mod with latest Pull Requests from Github

- Added AI unity budget for upgrading palace buildings.
- Added AI energy budget starting with delta since some buildings need them.

Issues:

1. Phanon tech had higher pop growth boni than Stellarite tech.
2. The apothecary jobs have insane modifier jumps from alpha to phanon, a total 7.5x multiplier increase to pop assembly.
3. The jump from alpha to phanon tech in terms of pop growth differs wildly between the ascensions: Psionics were completely left behind, with a pop growth modifer increase of about 2.5x. At the same time, cyborgs could increase their pop assembly alone 6x, (especially due to the ludicrous apothecary organic assembly speed multipliers) and still benefit from a 1.5x pop growth modifier. Bio ascension is somewhere in the middle, Synths enjoy an approximate 3x in pop assembly.
4. Severe performance issues after one reaches stellarite or the AI reaches Phanon tech. Stellarite again doubled or tripled all those boni from above, which allows a player to reach 5k+ pops in the endgame. This is a severe performance issue and the AI only aggravates the issue with a focus on pop growth buildings.

Changes:

1. Adjusted and generally reduced the tech boni for phanon and stellarite tech to pop_growth
2. Reduced the apothecary organic pop assembly modifiers by 75% (now a 2x increase over alpha)
3. Decreased the pop assembly from the clone vats (0 for alpha (unchanged), 16->10 for phanon, 32->20 for stellarite)
4. Massively reduced the pop assembly from the robomen (10 for alpha (unchanged), 30->12.5 for phanon, 64->15.5 for stellarite). This is now only 1.25x increase for each tech level, but with the added multipliers from the apothecary, this is still a significant increase. Also, there are 2 robomen compared to only one clone vat.
5. Decreased the cyborg organic pop assembly to the same as the machine pop assembly as the apothecary multipliers improve them further.
6. This means that cyborg's pop assembly decreased by about 75%, but is still by far the most powerful one due to apothecary multipliers. Synth and machine assembly decreased by about 60%. Bio assembly decreased by about 50% and psionics were unchanged. With this, the population explosion after phanon or stellarite tech is reached is dampened a lot.

Оновлено: 1 лип. 2023 о 3:05

- Added 300 command limit for Phanon Mentat
- Added 400 command limit for Sigma Mentat.
- Carried over ACOT space weather counteracts for Runic and Sigma Reactors/Thrusters including the Herculean reactor.

Оновлено: 21 черв. 2023 о 8:52

- Updated AoT Runic and Sigma weapons with latest tags from ACOT.
- Fixed some wrong projectile gfx for some weapons.
- Added missing override for runic power cost for Runic Energy Cannon component.
- Added a possible fix for the Class 4 Singularity not being able to build sometimes, if other mods override this mods files. (requires resubbing to this mod or verify game files)
- Jettisoned the red crewmember into space because he was very sus drinking all the space cleaner.