Stellaris

Stellaris

Halo: Forerunner Ships & Portraits
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Update: 4 Sep, 2021 @ 9:16pm

Update:
- The colossus has been replaced with the Guardian model.
- Changed the Mantle of Responsibility civic and added opinion modifiers for using the civic.

Update: 4 Aug, 2021 @ 4:26pm

Update: 30 Jul, 2021 @ 10:40am

Update: 28 Jul, 2021 @ 10:50pm

Update:

- Added back the Composer as a Colossus weapon component with its own research tech.
- The Composer will target all organic pops (with the exception of hive-minds) and convert them into Promethean machines. Everything else will be killed after the process is complete. Must use at least one Forerunner origin or civic to access this tech.

- Added a new origin that starts on Alpha Halo (Installation 04). This origin will also include the other seven halo arrays systems placed around the galaxy.

- New tech has been added to unlock Halo's activation sequence. This tech will be automatically given for any forerunner origin used. This tech will also be available to research for other empires if they find and control a halo installation (This is temporary and subject to change as I plan to add a archaeological dig site to find it).

Misc Changes:
- Altered forerunner and sentinel armies and building resource requirements.


Please leave feedback regarding this component in the suggestions thread or bug reports if there are any issues.

Update: 20 May, 2021 @ 12:28pm

Update
- Added a graphical effect to the activated halo to show it is on standby.
- Added a warning event for other empires that are in range of the halo effect.
- Fixed an issue where the decision to fire the halo array was missing.

Known Issues:
- The Halo effect will kill normal empire colonies, pops, and ships, but it may or may not kill spaceborne entities in range (wip).

Future Plans:
- Refining the halo firing sequence and adding additional events for it.

I'm still currently working on this feature, so if anyone finds an issue or bug, please let me know.

Update: 19 May, 2021 @ 8:34am

- Removed files related to the Composer bombardment event when using the special civic and tech that unlocks it. This feature wasn't working as intended, but it may return at a later date.

Update: 9 May, 2021 @ 9:05pm

Update:

- Added new army technology to space out the forerunner/promethean army types.
- Moved the forerunner megastructure event text into the localization file.

Halo Rings can now fire their signature weapon:
- To fire the array, you must first activate the Halo Ring using the decision "activate firing sequence". This will prime the Halo to fire by changing its planet class from halo ring to activated halo ring. It currently costs a lot of energy and influence to perform (subject to change). Once primed, two decisions will be available to either fire the halo or cancel the process.

- Selecting the option to fire the Halo Ring will cause a massive halo effect to occur across multiple systems that will kill organic pops (machine empires are excluded), colonies, and fleets within a large radius from the Halo Ring.

-Forerunner Conservation Shield Worlds, Halo Rings, the Ark, and Ring Worlds are immune to the halo effect (Maethrillian, Nomos, Armored Shield Worlds, and Requiem do not offer protection from the effects so be sure to prepare accordingly).

- A temporary negative modifier will be placed on every planet in a system affected by the halo effect.

- Firing the ring however will come with its own consequences as ai empires that witness this level of destruction will have a negative opinion on your empire similar to the colossus victim modifier in the base game (I may attempt to find a way to make an exception for using the Halo Array during a crisis event like the Prethoryn Scourge or Unbidden).

- After firing the Halo Ring, the ring will reset back to its default state (will add a cooldown later).

Known Issues:

-The Halo Effect does work within the defined radius, but it only affects systems through the hyperlane network. So for example, the halo effect will kill systems that are along the hyperlanes connected to the system with the Halo, but won't kill a system that is close in proximity but not by hyperlane connection.
- Planets that are in the process of colonization may be ignored during the halo effect.

NOTE:This is very much a work-in-progress, but the feature works (but not as originally intended for now). Let me know if you have any issues.

Update: 18 Apr, 2021 @ 1:32am

Updated to 3.0.1

- Another update is coming to finalize some changes, but it should correct some issues regarding starting origin systems.
- Updated the planet classes for forerunner installations with the changes made from the patch.

Upcoming Changes:
- Working on fixing the custom districts to be more aligned with the changes made in the patch.

Known Issue:
- The origin starting systems may have some unemployed specialist pops for now.

Update: 8 Apr, 2021 @ 8:14pm

Hotfix:

- Fixed an issue with the Ark origin that broke events in the situation log.
- Scaled back a number of modifiers and bonuses for the Forerunner starting planets and origins. They're still powerful, but not as much as before.

Let me know if you have any issues.

Update: 18 Jan, 2021 @ 9:08pm