Stellaris
Dying of the Light: Destroyed Galaxy Origin
Εμφάνιση 1-7 από 7 καταχωρίσεις
Ενημέρωση: 19 Αυγ στις 14:38

Version 1.4.1

Fixed a critical oopsie in the crisis overriding that caused the Contingency's lairs to still be around. Added some missing localization and squashed a bunch of bugs, including a whole army of them that rendered the SRIF entirely nonfunctional (embarrassing). Improved our methods for hunting down and DESTROYING those pesky archeological sites and deposits created by special events -- now none should get through our nets.

Added more planets to the destroyed megastructure systems to make them more useful, and made sure that the Hauer system will spawn with at least SOME orbital deposits. Also added a couple minor story events. Huzzah! However, I did nerf the "The Fragments" archeological site and the former capital discovered event, as both were a bit overpowered. This is supposed to be a challenging origin, folks.

It is no longer possible to build solar panel networks around black holes.

Ενημέρωση: 18 Αυγ στις 12:56

Version 1.4

Updated to be compatible with Stellaris 4.0, sorry for the wait. I still have the legacy 3.14159265 file lying around if anyone is trying to finish a game with it.

Tinkered with the Hauer events a little. The most story-centric ones are now mutually exclusive. There is an ongoing airlock crime wave, so make sure that you only go near the airlocks with people you trust! Also added a couple events that can be found when you survey a planet and find a derelict starship.

Reworked the ruined megastructure systems. They cannot be repaired, but offer unique and useful rewards and special projects (or an archeological site, in the case of the ruined ringworld) that serve to add more flavor. Tweaked their spawn rates as well, so you are not guaranteed to get all in a single playthrough and might even use this mod multiple times (gasp!)

Added a system containing a ruined Aetherophasic Engine and literally nothing else (except for the archeological site, I suppose). Also added a couple megastructures that might prove very very useful indeed, accessed by completing the Aetherophasic Engine digsite.

The mod's black holes are once again no longer compatible with Matter Decompressors for lore and balance reasons, but there IS another megastructure you can build around them (hint hint), and it is now possible to build black hole observatories around them.

On the back end, reorganized the mod files and changed how most vanilla files are overwritten, allowing for greater compatibility with other mods (one hopes) and decreasing the file size just a tiny bit.

Ενημέρωση: 11 Ιαν στις 4:06

Version 1.3

Previously, it was possible to play with an origin other than Dying of the Light because the scripted trigger used to destroy every other country gave every human player a pass. That is no longer the case. Pick the origin or else...

Thought long and hard and decided to banish the L Cluster once and for all. All those extra habitats would make it too easy. Instead added guaranteed mining deposits to the sealed system and a chance to find ruined L-Gate systems, with events and flavor text.

Modified the civilian tanker in orbit of the sealed system paradise moon so that its model and flavor text are more suited to its repurposed nature. Strip-mining the paradise planet will trigger the same reactions as the Arcology Project would. Unfortunately, this required modifying 11_planet_modifier_decisions.

Added multiple events for colonized habitats in the Hauer system that will hopefully keep things somewhat interesting. I'm not fully satisfied with how they're fleshed out and will revisit them. More events coming for other habitats and the paradise planet.

Added an event if you build a Dyson Sphere around Hauer, the only star in the galaxy around which you can build a Dyson Sphere. It's probably the right play, but people won't be happy. On the subject of megastructures, there was also a MAJOR issue where you could build a Dyson Sphere (or ringworld, or mega shipyard) around one of the special black holes added by the mod when clearly you shouldn't be able to. Fixed that, and also made it possible to build matter decompressors around the mod's black holes.

Added a little bit of flavor text to the Unbidden and the Prethoryn, the two crises that can emerge in this destroyed galaxy. They are a bit confused about what the heck happened but are still more than happy to devour you. Picking the Contingency or Synth Queen crises will turn the crisis off.

Non-genocidal, non-assimilator gestalts are now able to use the origin. Flavor text has not been updated and probably will not be updated, nor do I really anticipate putting much work into gestalt-specific events. Furthermore, many of the unique colony events that are present in the mod are blocked off for gestalts. But at least it's available!

Ενημέρωση: 3 Ιαν στις 8:51

Version 1.2

Minor tweaks to crisis_trigger_events and a few other files to fix some bugs that I really should have fixed earlier. A few star systems also snuck by the great purge of anomalies and archeological sites... that has hopefully been fixed.

Banished the Kaleidoscope. The galaxy keeps trying to find ways to be interesting and alive. BAD!

Tweaked the outcomes and weights for when you find a formerly habitable planet. You can either respect the dead for 200 unity or search the ruins for a chance of 25 minor artifacts (20% chance), 50 alloys (35% chance), or 100 minerals and a mineral deposit (10% chance).

Added multiple anomalies and special events to the Hauer system and the sealed system. Additionally, corrected the spelling of the Aetherophasic Engine.

Ενημέρωση: 1 Ιαν στις 21:30

Version 1.1

Did a fair amount of work on formerly habitable planets. Added a cute little planetary modifier to remember them by, rebalanced the outcome weights, made sure the minerals deposit outcome actually works, and added special flavor text and a special project when you discover an empire homeworld. You should research your starting archeology site before venturing out, however.

Changed how the habitable worlds survey and other things are blocked so country_events_1 no longer needs to be overwritten, rejiggered the starting technologies, and removed the +10 stability buff from the origin because it made things a bit too easy. And, while it was funny, having hostile wildlife kill archeologists studying a shattered world made no sense so that has been fixed.

Added an event chain in which you investigate why there are still Void Clouds in this galaxy. It will take a while to finish because it involves hunting a few of them (protip: artillery destroyers or carrier/missile cruisers) but the rewards are great.

Banished Wenkwort Artem, Comet Sighted, the Enigmatic Cache, the Chosen (in a very unsophisticated way, so First Contact players may encounter bugs), the Horizon Signal (alas, you are beyond the reach of the Worm's love), and most anomalies. The L-Cluster can still can spawn anomalies (and still has non-obliterated stars) because it is a looooong way away from the Galaxy and was outside of the area of effect of the Aetherophasic Engine.

Speaking of the L-Cluster, banished the Gray Tempest and Dessanu Consonance to cut down on habitable planets. Also turned the Rubricator world (which hopefully shouldn't spawn anyway) into a shattered world to cut down on habitable planets. Rejiggered the sealed system: the Gaia world is now a Gaia moon of a gas giant to cut down on habitable planets (a running theme).

Got rid of the red text everywhere the Aetherophasic Engine is mentioned (except in the origin description), because it was getting a bit excessive.

Removed dark matter and other deposits from primordial black holes. It was getting too easy.

Added more Void Clouds.

Ενημέρωση: 29 Δεκ 2024 στις 16:15

Version 1.0.1

Actually changed crisis_trigger_events and crisis_1_events to make SURE that the Contingency, Synth Queen, and Sentinels do not spawn. That probably should have been there at the start...

Hopefully got rid of the sublight probes, radical cult, and habitable planet survey (WHAT HABITABLE PLANETS?!) event chains. Radical cult would be funny, though. Something to consider adding back in.

Ενημέρωση: 29 Δεκ 2024 στις 13:01

Version 1.0

Got the destroyed galaxy scenario working, set up a special archeology site and a repeatable event for discovering a formerly habitable planet, banished (most of?) the other anomalies and archeology sites, and did away with most of the other empires.

Added lots of Void Clouds.