Stellaris

Stellaris

Acquisition of Technology
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Update: 22 Feb, 2021 @ 7:10am

- Fixed a fix to fix the fixation on fixes, to fix the Alpha Tier buildings while still being able to upgrade them should you have acquired the Fallen Empire DM version of them but not use ZOFE.

Update: 22 Feb, 2021 @ 6:54am

- Fixed a bug that made several Alpha tier automated buildings techs appear without being able to build them when not having ZOFE installed.

Update: 20 Feb, 2021 @ 10:20am

- Added an additional check to make sure an important flag is set, in case the mod was applied to a an existing savegame, to prevent certain unwanted techs to appear.

Update: 19 Feb, 2021 @ 7:35am

- Fixed God Mech army having wrong build prerequisites preventing the player from being able to build them.
- Fixed Hive Mind Terror from beyond army having wrong build prerequisites preventing the player from being able to build them.

Update: 18 Feb, 2021 @ 1:42pm

- Fixed missing description for Sigma Gatekeeper.
- Fixed wrong prerequisite for the sigma warbarge and sigma gatekeeper, they required the stellarite conduit to be researched instead of just the base sigma reactor.
- Fixed zero research cost for Gatekeeper and Warbarge.
- Fixed a bug that prevent the precursor reimagination project for the Warbarge, Gatekeeper, Enigmalith and Dark Matter habitat if all other precursor projects were done first.
- Added the ability to build Enigmaliths over ringworlds.
- Fixed the Alpha Gatekeeper mesh missing it's front spinal mesh.

BUGS? *SQUISH* I AM DOING MY PART!

Update: 18 Feb, 2021 @ 4:14am

- Fixed getting Fallen Empire Warbarge build option eventhough it should not appear for players as they got their own variants to build.
- Added Gatekeepers and Warbarges to be buildable by precursor,sigma and stellarborne fortresses/prism of valor.
- Fixed missing and description for omega tier Gatekeeper tech.
- Fixed missing tech prerequisite daisy chain for gatekeepers requiring the previous levels to be researched now for the next.
- Created missing icon for Omega Gatekeeper Tech.
- Added a maximum buildable limit of 100 Gatekeepers.

Update: 17 Feb, 2021 @ 7:07am

- Changed the DM habitat to use the ACOT texture style now which greatly streamlines the necessary codes to make it work.
- Added a new Alpha Tier Habitat.
- The habitat dome shields have a vivid new FX.
- Added a few new Alpha Tier jobs to work the new Alpha Tier habitat district jobs.
- Changed some of the old ACOT alpha tier buildings to use the new Alpha tier jobs I made for the habitats.
- Streamlined the way to upgrade the habitats. Now you only need to research the DM habitat upgrades and it applies to all future habitat upgrades as well.
- Nerfed the dark matter and dark energy production bonus on the DM tier habitats by 50%.
- The Alpha tier habitats now get the 1000% production bonus instead, on top of the juicy new Alpha Tier dark matter and dark energy production jobs.
- The reworked habitats can now also be acquired via the Precursor Re-Imagination program making them available to default empires as well.
- Added the new DM habitats to spawn for the fallen empires.
- Conquering the fallen DM habitats will allow you to research building DM habitats as well.
- Reworked the Warbarge to be buildable by non ascended empires as well.
- Added additional sections and variants for delta,alpha,sigma and omega tier.
- Added the Warbarge to the precursor reimagination program.
- Re-Added the Gatekeeper ships for the precursor reimagination program.
- Added a temporay fix event, that will port any old habitats over to the new habitats, allowing you to continue your running game.

Update: 31 Jan, 2021 @ 6:18am

- Buffed Light Matter Enigmalith to produce 500 lightmatter now per month, increased the upgrade cost to 150.000 alloys 10.000 Stellarite and 5.000 Light Matter.
- Changed the Light Matter A'Merigo to produce 2500 light matter per month.

Update: 19 Jan, 2021 @ 8:38am

- Added a tiny fix I forgot to upload.

Update: 19 Jan, 2021 @ 8:05am

- Fixed a few localization typos.
- Added an insane resource allocation option to boost your precursor reimagination chance for a hefty price (Gives 200 Score at 60%, 400 at 20% and 100 at 20% chance).
- Added the Enigmalith as an option to the precursor reimagination program.
- Changed the build cost of the Enigmalith from (100.000->100.000->100.000) to (30.000->50.000->100.000) Alloys.
- Buffed the Stellarite and Light Matter Enigmalith to produce twice as much stellarite and Light Matter.
- Added missing tech unlock descriptions for all variants of the Enigmalith.
- Fixed a bug with stellarite habitat retrofit borking the habitat expansion decision.
- Changed the stellarite habitat expand decision to use stellarite instead of dark matter and dark energy.
- Added new selection sound effects for the Dark Matter and Stellarite Habitat.
- Added a new FX for the Stellarite Habitat to make it more visually distinctive from the Dark Matter Habitat.