Stellaris

Stellaris

Acquisition of Technology
Showing 241-250 of 273 entries
< 1 ... 23  24  25  26  27  28 >
Update: 26 Dec, 2020 @ 7:01am

- Changed Alpha event now to only require Dark Energy Reactor to fire. Previously also dark matter and dark energy harvesting were required.
- Fixed Superior constructs decision to not falsely appear when having a Stellarite Palace on the planet, downgrading your stellarite palace back to alpha tier.
- Added the stellarite buildings to several decisions that were used for alpha tier buildings.
- Added the option for ascended empires as well to postpone the alpha event to a later time.
- Changed the postpone minimum event block time from 1 to 2 years before it can happen again.
- Changed the block timer when completely failing the alpha DIY event from 1 to 5 years before it can happen again.
- Added all the ACOT buildings for the alpha events eligibility check as well.
- Honorable discharge now also considers the newly added level 3 stellarite generators as well.

YIPPIEE-KI-YAY MOTHERF****R

Update: 20 Dec, 2020 @ 8:43am

- Changed the tech prerequisite of the Stellarite habitat to only require the base Dark Matter habitat and not all its size upgrade techs too.

Update: 20 Dec, 2020 @ 5:30am

- Fixed the prerequistie for the Dark Matter habitat technology, which potentially blocked ascended machine and hive empires from being able to research it.

Update: 19 Dec, 2020 @ 7:48am

- Added new Habitat that specializes for Dark Matter Production. (Requires you to be an ascended empire to build)
- Added new habitat that specializes for Stellarite production. (Requires you to be an ascended empire to build)
- Added the decision to expand your DM and Stellarite Habitats up to level 3
- Added the option to retrofit your existing Habitats into the new dank looking ones.
- Added custom new mesh for aformentioned habitat.
- Added dark matter habitats for the Fallen Empires for even more juicy stuff to snag from them. (Requires a new game)
- Added a whole line of stellarite tier buildings.
- Added the Chrysalis Protocol to the Stellarite Resurrection Vats (Requires Genetic Ascension) which allows to immediately convert all pops on the planet into your primary species.
- Added Leader Resurrection option upon leader death to not only bring them back to life but also make them immortal in the process.
- Added a whole lot of new jobs for the new stellarite tier buildings.
- Added new icons for the stellarite tier buildings.
- Added a level 3 stellarite generator.
- Added a ton of new research to unlock all the new shiny stuffs.
- Added a new effect for the stellarite planetary shield.

GLORIOUS SUNBURNS INCLUSIVE

Update: 5 Nov, 2020 @ 5:11am

- Changed the name of the delta tier Giga Fortress from "Ancient Giga Fortress" to "Delta Giga Fortress"
- Changed the icon of the Delta Giga Fortress to be in line with the Delta stronghold.
- Fixed wrong prerequisite of the Delta Giga fortress making it not show up as a research option.
- Fixed wrong prerequisite of the Delta stronghold that made it unbuildable.

WHY DO THESE ATHROPODS KEEP COMING AT ME?!

Update: 4 Nov, 2020 @ 4:54am

- Slight name change for better compliance between Pdx launcher and Irony Mod Manager

OH THE IRONY

Update: 30 Oct, 2020 @ 8:50am

- Updated the mod thumbnail to indicate compatibility with Stellaris version 2.8.*

Update: 29 Oct, 2020 @ 9:14am

- Updated to version 2.8

PRAISE JEFF OUR LORD AND SAVIOR BECAUSE HIS NAME IS JEFF.

Update: 26 Oct, 2020 @ 6:47am

- Fixed some issues with the ACOT bombing stances, porting over some new changes from recent ACOT updates as well.
- Migrated latest changes for the Alpha events of the ACOT update.
- Removed build restrictions for resort, slave worlds etc. for the automated Delta and Alpha tier buildings.
- Removed obsolete Dark Matter stronghold tech since that is now covered by ACOT as well.

BUGS, BUGS EVERYWHERE.

Update: 23 Oct, 2020 @ 6:41am

- Fixed the AoT buildings not using the correct new jobs provided from the latest ACOT mod update.
- Merged the pdxmesh.shader file from ACOT into this mod to ensure compatibility of the custom shaders. Fixing possible issues with the Phanon Corps shields not showing up.
- Fixed the delta capital buildings using the the proper delta enforcers instead of alpha dark enforcers.
- Removed a lot obsolote overwrites for ACOT buildings that got fixed in the latest release.

EATING A BUG PER DAY KEEPS THEM XENOPHILES AT BAY.