Stellaris

Stellaris

Sensible Late Game Techs
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Uppdatering: 2 jul @ 15:00

The various orbital stations for upgrading tech production now use rare resources instead of consumer goods, so that we don't wind up throwing gestalt empires into a resource deficit.

Uppdatering: 2 jul @ 11:33

Updated some of the gestalt machine civics. I don't play machine empires often, so wound up not realizing two of the civics were broken. Also swapped the civic that granted evaluators per-pop to a bonus to coordinator production, so that you don't wind up with an empire full of electricity-hungry evaluators gobbling up your power grid.

Uppdatering: 4 jun @ 12:02

They replaced "add_trait" as part of a hotfix! So I went ahead and replaced every instance of that with the new method.

Uppdatering: 2 jun @ 20:49

Added colossus to the juggernaut scale generators. Honestly I don't know why I didn't figure I'd have tons of mistakes with this update.

Uppdatering: 2 jun @ 20:03

Removed overlapping reactors on cosmo titans. I think this means I mixed up every single cosmo ship, but they should at least be working now.

Uppdatering: 2 jun @ 17:23

Artillery platforms also lost their generators. Now fixed.

Uppdatering: 2 jun @ 17:17

Cosmo cruisers had wrong generator. Now fixed.

Uppdatering: 2 jun @ 16:37

Cosmo destroyers were unintentionally dropped from advanced point defenses. Now added back in as eligible for those.

Uppdatering: 2 jun @ 12:29

Components have been updated to use the far more convenient system of scripted triggers, making it possible to add new ships to one file, instead of having to edit each individual component. This has expanded the availability of some components.

Opulent Armada components are now allowed with a list of exclusions, instead of only being allowed when explicitly permitted. By default, they should not be available to ships that ignore component costs. However, other mods may introduce ships that ignore component costs, which are not excluded in this mod. I think this is preferable in terms of compatibility, however.

Uppdatering: 1 jun @ 19:02

Aha! It's solved. I don't know why it happens, though.

Turns out if a pop's logistical growth is -60%, and there's a medical center on the planet, if the medical center is destroyed or replaced, all pop growth is bricked forever. When I tested this with a militarist empire, it didn't start me with a medical center and I never built one, so I didn't catch this. The hive empire likewise doesn't get one. As soon as I tried an empire with one, there's the bug!

So the fix, if you can call it that, is to give the pops only -50% logistical growth, and now it doesn't brick.