Stellaris

Stellaris

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Update: 23 Sep, 2022 @ 6:17pm

Update: 26 Jul, 2022 @ 6:51pm

Version 2.4.1

Correction for the script used to choose the planet class when generating new colonies

Explanation:
The script works as follow:
1- considering the origin, we determinate, at random, the number of systems and planets that the empire will get
2- we check the capital system and the neighbour systems to find suitable planets that have an habitability > 40%
3- if the empire has not enough colonies, we select at random planets within the borders and change the planet class of them then we create on it colonies.

The step 3 needed to get the right planet class to avoid a failure that would forbid the empire to get enough planets. So, I made a script that will help to choose the right planet class.
Before this script, with 25 habitables planets (like in my mod reworked terraformation) the script was, sometimes, trying 100 times to roll dices and select at random a planet and all of them had not an habitability above 40%. This could also happen without this modification, even it was a rare situation.
Now, the script will select the right planet by checking the ideal planet class and selecting at random a planet class that will permit to reach 40% habitability or more.
40% habitability can, off course, result in problems on the colony. That’s totally on purpose, but could change in future (off course this point is only related to reworked terraformation).

Update: 26 Jul, 2022 @ 2:37pm

Version 2.4

- Added a script to lower the possibilities to not get enough colonies. This could happen if you use a mod that add new planets (exception is my own mod "reworked terraformation)
- Rewritten parts of the code

Update: 17 Jul, 2022 @ 4:44pm

Update: 17 Jul, 2022 @ 8:50am

Version 2.3.7.5

- Minor fix

Update: 1 Jun, 2022 @ 7:14pm

Version 2.3.7.4

- Correction for several origins that could get planets that would not have any farming / generator districts

Update: 21 May, 2022 @ 9:29am

Version 2.3.7.3

Changes for next origin for my mod "New Origins"

Update: 17 May, 2022 @ 6:25pm

Version 2.3.7.2

Bug fixes

1.) Fixed an error log by moving the code. The code was working fine but there was an error logged. Dumb... but true.
2.) Fixed a typo that could cause the generation of a starting empire with a lot of colonies
3.) Fixed capital planet that had too many pops at start

Update: 17 May, 2022 @ 6:18am

Update: 17 May, 2022 @ 4:55am

Version 2.3.7

Code change
Fix for next origin in my mod "New Origins"