Stellaris

Stellaris

Sensible Late Game Techs
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Opdatering: 1. juni kl. 18:28

Okay, turns out I jumped the gun. I had an empire where all species just stopped reproducing. It's not the origin. I'm not sure what it is. I don't know if it's related to this mod, or if this is just something 4.0 does now on its own as an untreated bug.

Opdatering: 1. juni kl. 17:41

A bit of an emergency patch. The new origin tested fine, then I tested it with a Gestalt empire and thought, "Oh, hey, these guys should probably have reduced pop assembly."

Turns out the new pop growth system is as unintuitive as it is opaque. Pop assembly is separate, but if you add a multiplier lowering assembly speed, it apparently applies to base pop growth. No idea. But since we don't want an empire with ZERO pop growth, looks like we have to let our space elves take full advantage of cloning.

Opdatering: 1. juni kl. 16:47

Added a new origin! Someone I've been playing with kept trying to make what were basically the Eldar, so I figured I'd make an origin that was, simply, an immortal race that's "better than yours". Per pop, they are twice as good as any other pop, but they have a bunch of drawbacks to help keep them in line.

There might be potential to do more origins like this, where there's a mess of hidden modifiers that make the empire play differently due to having a lot of altered job outputs and effects on their fleets.

Opdatering: 31. maj kl. 19:33

Here's a silly one:

Because fallen empires are programmed to get EVERY technology, even ones they can't legally have, even ones you EXPRESSLY SAY IT'S IMPOSSIBLE FOR THEM SPECIFICALLY, the only way to counteract them getting lots of buffs above their paygrade from numerous technologies meant for the year 2500 is to add an equal but opposite debuffing technology that ONLY THEY can use.

At one point, we had techs that increased the hull points on starbases. That tech got reconfigured, but I forgot to edit the balancing tech that was meant to keep their starbases in line. Instead, their starbases were all simply reduced to 0 hull at the start of the game.

Opdatering: 26. maj kl. 13:23

Well it took a lot of work. 4.0 broke EVERYTHING, so quite a few files required clean-up, and there's no way I can independently do all the testing necessary to make sure I got it. However, I think it's mostly working now, and I think it's mostly balanced well enough to vanilla Stellaris as to not be invasive.

The civics that did stuff with sociologists, physicists, and engineers had to be changed. First, because Stellaris is doing its own thing with those related jobs now. Two because districts play a large role in how jobs are handled. Because of that, I couldn't really bring back some of the origins as they were prior to 4.0.

Irrational Brutes now makes some internal changes to specialists. I'm sad to see the "Nerd Yurts" go, but you'll now be playing a somewhat more typical civilization with dumber scientists and more unity from soldiers.

Cybernetic Dystopia also got overhauled. Now most specialist jobs are sacrificing efficiency to gain trade value. There is always crime.

Asteroid-dwellers has been removed. It might be put back in later, but I just wanted to get the mod updated and decided not to worry about it for now. Party, it has an issue of creating planet spam and all the planets are not very good, so that ought to be worked on before I bring it back.

And the mining bots origin was quirky in a way that the new system makes a little difficult, so it was also dropped.

Opdatering: 26. feb. kl. 19:37

Accidentally had two of the advanced bio traits doing army damage when they shouldn't have.

Opdatering: 26. feb. kl. 17:22

Added a new point defense weapon for the Specter tier. That now should have us with all ship roles able to equip something at that tier, so you now have an entire fleet bypassing shields and armor unless it's hardened.

Added some traits, and then added some advanced bio traits, which mainly buff leaders. In one of my earliest mods I had a mechanic like this that added new traits, some of which improved leaders. I abandoned that mod and decided to focus mainly on this one, but the idea of having some traits that make a species more interesting or leaning towards a particular build idea is appealing. For now we've got better stability, better unity, fleet power improvements, and improved planetary ascension (I noticed it takes MUCH larger modifiers than what the game normally offers to get a lot of juice out of that last one).

Opdatering: 20. feb. kl. 14:06

Completely overhauled Combat Citadel starbases. Their implementation was always really messy and clashed with things the game was trying to make happen. Modded bases didn't upgrade elegantly, which required having a construction ship babysit the process, and at the end of the day, you'd spend eons upgrading one and then would still lose it completely when the Unbidden did a drive-by on the system.

Combat Citadels are now stationary combat platforms you can build over planets that have an advanced military structure, such as a Fortress or Shielded Fortress. Once they're placed, they can be upgraded on the fly like any platform. Advancing tech will unlock new sections for them, which you can then upgrade without sending out another construction ship or going through multiple steps. This system will better defend inhabited planets, and from my testing they're pretty solid in terms of what they add to a fight. While not exactly what I wanted with starbases, this is still somewhat close to the original idea, and is a lot of more elegant. If the Combat Citadel is disbanded or destroyed, the planet will give up its flag and allow a new one to be built. Hopefully there are not too many catches with this, since it's very important to limit these to strictly one per planet. Admittedly, you can do tricks such as building a fortress, building the Citadel, and then dismantling the fortress without losing the citadel. I thought about preventing shenanigans like that, but on the one hand, there's not a convenient way to warn "Hey, you're about to destroy this time-consuming thing you built," and also scoping can be really frustrating so I had some trouble going from "building destroyed" to "look in the system the building's planet is in" for some reason.

I also tweaked the mega carrier AI. I noticed that the Lunar Carriers were charging directly into fights, which was silly and suicidal, so they'll no longer do that. Finally, I added some Specter tier corvette strike craft.

Opdatering: 17. feb. kl. 15:26

Added a Specter tier strike craft, fixed the logistics agenda tooltip referring to its modifier by its internal name instead of the intended text, and swapped "tech from empire size" to just empire size effect reduction as it appears the former is now deprecated and no longer does anything.

Opdatering: 8. jan. kl. 17:47

Forgot to add a requisite for the "mega planetary laser" as well. Now added.