Stellaris

Stellaris

Sensible Late Game Techs
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Update: 12 Jun, 2024 @ 9:37am

Knid events should now go away when they've been taken care of, instead of lingering on your fleets or in your systems for all eternity. I've also moved their dialogue options so the "default" result of closing the dialogue window is that the window closes.

Also added a gestalt civic to get food out of sociologists. "Why does the largest friend not simply eat the smaller one?"

Update: 11 Jun, 2024 @ 12:47pm

Tweaked the values on some of the research-related civics, and then added a few more civics related to that area.

Update: 9 Jun, 2024 @ 5:16pm

Added research buildings that specialize in just Engineering, Physics, and Society. This will make it possible to prioritize specific areas of research for players, and for me, it means I can add a bunch of interactions with those jobs from civics and tech upgrades.

The new inline code thing is really spiffy. Finally I don't need to copy/paste conditional statements into every single building!

Update: 7 Jun, 2024 @ 11:30am

The way species portraits are restricted was also changed in the code, so I disabled the Knids as a playable portrait. It's not that the idea of people playing them is especially a problem, but they aren't animated, which I feel is a bit lame if it's a randomly generated empire or something. It's kind of funny that some DLC is "mostly just portraits", which actually look pretty simple to make if you can animate, but because they're animated in Maya, you'd need to be spending Maya money to make them at home.

Aside from this, I added two new civics.

Update: 25 May, 2024 @ 9:03am

The mod is now updated to 3.12! Sorry it took a little bit. I wasn't actively playing the game as much when they updated, and it took me a while to muster up the energy to go through the error log and pluck out all the new minor issues.

However, unrelated to that:

The Knids are now a little less beefy in their combat forces. This is because tech has been slowed down, so it's harder to match their strength than it used to be. It's a somewhat minor nerf, but hopefully it'll be adequate as I haven't really had the chance to playtest it.

You can also now actually solve the Knid food problem if you're a Xenophile, rather than having that project end with the wrong resolution.

Update: 18 Mar, 2024 @ 12:39pm

The Fallen Empires always get every tech, even ones that are expressly illegal for them to have due to hard limits established in the tech requirements (such as "gestalt only" techs). As a result, they had quite a few passive production bonuses from the techs in this mod. That wasn't such a huge problem when it was easier for the player to reach high-end technology before 2400, but with the overall nerf to tech growth, FEs can be a bit... ahead of the curve, and impossible to catch up to.

To solve this, there's a tech that ONLY FEs can have, which actually reduces all those bonuses. I've tweaked that to cut down on the sheer advantage they're getting by the time they wake up.

Update: 18 Mar, 2024 @ 9:07am

Corrected the tooltip for Hardened Orbital Defenses to properly indicate the defense platforms are benefiting now, rather than the orbital ring itself. Also adjusted the options for Apophis frames.

Update: 9 Mar, 2024 @ 2:15pm

The rules for hull and armor regen were changed, so the DORS armor needed be changed as well so that it's not providing a whopping 100% regen per component.

Update: 5 Mar, 2024 @ 7:39am

This mod is now updated to 3.11! Which, for the most part, just meant nerfing a bunch of the tech production.

Update: 28 Dec, 2023 @ 8:00pm

AI should no longer attempt to poison the Knids unless they are genocidal. Knid special projects should also now disappear from the situation log if they are destroyed.