Stellaris

Stellaris

Sensible Late Game Techs
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Uppdatering: 19 nov, 2023 @ 18:31

Orbital ring modifiers which previously benefited the orbital ring itself was changed in the Astral patch to benefit the defense platforms instead. As a result, the bonuses from "Hardened Planetary Defenses" have been dramatically reduced as they are now being spread across an unknowable number of platforms.

Uppdatering: 17 nov, 2023 @ 11:26

Was a bit overeager and noticed "whisperers in the void" also had a typo, which is now fixed.

Uppdatering: 17 nov, 2023 @ 11:22

Council agendas to seek specific shroud patrons should now display the correct text.

Uppdatering: 17 nov, 2023 @ 6:47

For some reason, 3.10 appears to really dislike it when I tell it to set the tech cost of the Galaxy Carrier to the third "mega carrier" tier. It throws a bunch of errors, then ignores pretty much all the rules and restrictions of the tech and propagates it anyway, resulting in a free tech that appears randomly in the Engineering tree in spite of it meeting none of the requirements.

For an equally unknown reason, the issue is solved by changing the tech cost to the second tier of mega carrier. So there we go.

Uppdatering: 16 nov, 2023 @ 12:16

We are now updated to 3.10!

There are not many changes to the mod itself, since my friends haven't been playing as often so I haven't been compelled to add more features to the game lately. However, I did finish a Tier 12 laser gun, so that's something, and I've also updated the code that checks your tech tiers to check them every time you get a tech, and then see which you actually have. That'll hopefully solve the problem of it dropping techs, because whether it registers correctly or not the first time, it'll pick it up when you research a repeatable or something else.

Uppdatering: 18 sep, 2023 @ 16:51

Before they appear, players will now receive a message from "somewhere unknown" saying, "This is the Knids". If you ignore it, the Knids will not spawn. If you reply to it, the Knids will spawn.

Uppdatering: 15 sep, 2023 @ 7:08

"Heroism" tooltip no longer claims to add levels.

Uppdatering: 15 sep, 2023 @ 7:04

Advanced Tutelage techs and the "Heroism" tradition no longer cause your leaders to start with additional levels. It turned out to be kind of a detriment when you needed a new scientist for a council position, but the only leaders on offer were "Explorers" in the late game when your Sentry Array is already built and none of their skills work. It is actually better to build them from the ground up.

Instead, these techs and tradition increase effective councilor skill levels, so that while they sit on the council it will be as though they were a higher level and it won't matter as much if they actually are that level.

Uppdatering: 12 sep, 2023 @ 19:31

"Constructive Criticism" is no longer a free cost tech, and the components for mega carriers should now properly auto-upgrade.

Uppdatering: 12 sep, 2023 @ 7:37

Updated to 3.9!

A bunch of odds and ends got changed in anticipation of the new patch. Some of the changes are related, some are just general additions. Unfortunately I can't remember exactly what all I changed, but here's a few of the things:
- Added more Specter techs
- Updated gestalt civics to provide experience bonuses to respective nodes
- Brute gaia seeders now become the default final stage gaia seeder when the process is completed, so they can take advantage of the councilor position bonus.
- Most things that added merchants are now traders instead, as this is more appropriate in most cases.
- Bonuses from the late game machine intelligence traits were reduced slightly

And that may be it? It felt like more as I was working on it, but that's the meat of it.