Stellaris

Stellaris

5,149 Bewertungen
Ancient Cache of Technologies
120
27
21
58
11
21
21
8
22
9
6
3
11
6
6
6
4
4
3
   
Preis verleihen
Favorisieren
Favorisiert
Entfernen
Dateigröße
Veröffentlicht
Aktualisiert
2.078 GB
22. Juni 2018 um 16:37
20. Juni um 6:53
443 Änderungshinweise (anzeigen)

Abonnieren zum Herunterladen
Ancient Cache of Technologies

In 1 Kollektion von Chirumiru ShiRoz
PeerawatZ/ShiRoz Stellaris Mod Collections
4 Inhalte
Beschreibung
Introduction

Panada's Work

Ancient Cache of Technology explores the stories of the ancient enigmatic precursors, including the Curators, the Fallen Empires and those that came before them. Behind their history lies great many secrets yet to be rediscovered.

The Fallen Empires thought they mastered the Enigmatic Power, their dark matter and energy weapons supreme. But for how long? What if an empire manages to rise and learn their secrets, what if they surpass the known knowledge of the past, and forge a new future thought impossible?

This mod introduces a large varieties of new technologies based on the enigmatic powers. From ship weapons, to buildings, to armies or planetary decisions. Technologies are categorized into tiers, and there are event chains that each empire has to go through to acquire them...or steal them from the others.

Due to vanilla's lacking army contents, this mod also expands upon armies as well. Most importantly, the Hive Mind gets to have their own armies now (No more zerglings running home due to low morale)

Furthermore, the mod buffs the existing Fallen Empire worlds to be much harder to invade, with their home citadels now fully protected, their outlying planets now have proper FE-tier buildings and their armies now much harder to beat.

It also buffs and expands upon the Curator Order a lot, as well as adding an entirely new neutral leviathan-like faction who holds a massive starbase, waiting for someone to challenge them.

ACOT Override Function - Get this if you want Leviathan/Crisises to also be buffed.

ACOT Secrets Beyond the Gate - For another End Game Crisis with ACOT lore.

ACOT Extra Defines - For supplementary changes to make ACOT experiences better.


Optional Russian Localisation.

This mod should works fine alongside Zenith of the Fallen Empire

Features

  • Six new tiers of technology. One begins right at where the final vanilla tier ends. Two can be obtained as you progress further into utilizing Dark Matter and Dark Energy, another is a rare technology only a few can possess. One can be unlocked through hard exploring and efforts, and two can be unlocked by defeating a certain faction and figures out its puzzle.

  • Expanded ship sections and new stages of bio-ships that bring them up to the level as the Fallen Hive Empires.

  • Dark Energy and Stellarite as new strategic resources. Dark Matter also becomes much more important, as various components now require both to build.

  • Over 699 new technologies, many of which require special conditions to be met.

  • Armies Expansion. Normal, Hive, and Machine now have a selection of armies they can create to conquer their enemies.

  • New Building technologies based on enigmatic powers. Some of which offers unique planetary decisions.

  • New types of Planetary Bombardment Stances such as Punishment, Exterminatus and Annihilatus! Each with increasing degree of destruction. But planets can also retaliate against them with planet-size orbital defense cannons.

  • Battle against the massively enhanced fallen empires to claim their ancient technologies as your own in War in Hell.

  • Discover long lost and forgotten technologies, including the ability to create new celestial bodies, eradicate systems, or making self-assembling megastructure.

  • Interact with the Curators to discover various histories and secrets. Or just rob them (Destroying their stations will now give you enigmatic tech)

  • Meets the Phanon Corps, an illusive third-party paramilitary faction whose motives are unknown.

  • New origins including those that allows an empire to start at higher tech tiers.

  • Some updated vanilla assets.


Detailed List of Features here.[docs.google.com]

ACOT Timeline for those who wishes to know background lore of the mod's story.[docs.google.com]

Known Issues and Limitations

  • There will be a rather long increase in galaxy generation loading time if you have multiple fallen empires. This is due to ACOT removing the cursed all_tech_modules and run its own script to give FEs only relevant tier 6 techs.

  • Combat Computer selection UI is wonky at the moment due to PDX changes, no solutions found on our end yet.

  • Using this mod alongside mods that already buffs FEs may hilariously turn their power to over 9000. So be warned.

  • Some bugs may happen. Please report them, preferbly on Discord.

  • H and L slots occupy the same space in Ship Designer Icon, also cannot be fixed at the moments.

Balance

  • You were expecting to see balance in this mod? This is not an E-Sports game.

  • On a more serious note, components at Delta and Alpha follows vanilla 1.3x formula, later tiers have increased multiplier.

  • This is mostly an end-game mod, so AIs that fall behind in technologies tend to get memed a lot. But that's why the FEs and the Corps are for.

Save and Mod Compatibility

  • Hopefully will works on existing saves, but some stuffs may not work.

  • Overwrites most vanilla assault and defense armies.

  • Overwrites has_upgraded_capital_building and all of its upgraded variation to accept the new capital tier.

  • Overwrites some Curator Events (Specifically their introduction and hiring scientists)

  • Overwrites resource_table in the interface, but this mod's override function has accounted for
    1. Gigastructure's
    2. ESC
    3. Guille's
    4. Arcane Heritage
    5. Unknown's Component.
    6. Twink's Playable Fallen Empire.

    It's been a while since I update that list though, better to just grab a universal SR Patch
    If your mod has unique SRs and wish to add them, feel free to poke me.

  • Overwrites fallen_empire_initializers and many of it's associated scripts so that FE will spawn with new FE buildings.

  • Overwrites fallen empire designs.

  • Overwrites NArmy Defines.

  • Overwrites certain elements of Cosmogenesis and The Synth Queen Crisis.

FAQ

Q: I cannot upgrade my capital!
A: You have to do it via planetary decision. This is also explained in the tech description.

Credits and Special Thanks to

- Many of the artwork icons are from the following games, I do not claim ownerships of those arts. I will take them down if the companies have issues with them.
  • Command & Conquer 3 and Tiberium Alliance - EA Games
  • Starcraft 2 and Heroes of the Storm - Blizzard
  • Dawn of War 2 - Relic/Games Workshop
  • Heroes of Might and Magic: V - Ubisoft


- Wymorlon, SOPHIA, Velaroz, H11DN-D4NG3R, Raine for Discord Server Moderation.

- Garyx, Fragjacker for helping with some art assets.

- Other Panda for some code optimizations (Even if he does makes me explode a few times.)

- NHunter, I studied the codes for mod menu and certain components from his mod.

- Stellaris Modding Den Community, learned many useful stuffs there.

- All supporters. Your sacrifice against the FE will be honored in the New Empire.

I have a section on Discord for my mods here
ACOT Main Discord Server[discord.gg]

[discord.gg]

You can also support me on Patreon here [www.patreon.com].
Beliebte Diskussionen Alle anzeigen (252)
16
25. Aug. um 20:20
Crashes before startup (When loading game)
Mycario
9
8. Apr. um 22:55
Fallen Empire Titan Upgrade Idea
Inderezzed
11
12. Mai um 3:18
Game is crashing
Comrade
10.560 Kommentare
regis619 Vor 4 Stunden 
There's some nonsense with the building icons, they are one on the technology screen, and different (vanilla) on the planet interfaces, disabling AOT didn't really help
Fogos02 Vor 17 Stunden 
It seems to say that "Better planet view" is suitable for the current version
Fogos02 Vor 17 Stunden 
@H11DN-D4NG3R, Oh, I just wanted to find such a mod, but I couldn't, thank you very much!
Fogos02 Vor 17 Stunden 
Since everything resets after re-colonization and becomes normal, I decided to fix this error with Voidsphere in a similar way. but at the same time, my Predecessor ring broke.... I couldn't restore it, even though I have all the extras. For possible re-construction, I disassembled it using the mega-equipment disassembly function from the "Casako's Framework & Modmenu" mod since I couldn't disassemble it using the "Gigastructural Engineering & More" mod. and when I tried to build it, I could build all the megastructures, except for the rings, neither the usual one from Overlord... nor the ring of the Predecessors...
H11DN-D4NG3R  [Autor] Vor 17 Stunden 
@Fogos02 Right... if i see that correctly. its just Paradox coding. not much we can do about that. As for the building slots. you would need the ''Better planet view'' but that is outdated last i remember
Fogos02 Vor 17 Stunden 
This was required in order to fix one error (I already mentioned it, maybe you remember) related to the fact that the main urban area (which has 6 default cells of structures and 2 subdistricts for each of which 3 more cells are given) was replaced with, for example, an "Observatory" or "Outpost". what was in this most basic area remained in it, but this area was now considered the main one, and the Capital's construction was not moved to it. If I understood everything correctly, this is due to the fact that secondary districts are not registered as secondary (That is, 1 subdistrict after which 3 cells of structures appear), but as the main one (That is, they are considered as the main urban area with 6 cells of structures and 2 subdistricts)
H11DN-D4NG3R  [Autor] Vor 17 Stunden 
@Fogos02. ''Fractured world''(1). ''Enigmatic world''(2) ''Voidsphere''(3) for the planets.

and ''Emissary'' is correct.

and the ''Forerunner'' is ''Precursor''

I dont know if you have the ''Overlord'' DLC, But i assume if you dont have that you cant repair Orbital rings.

Probly a bad interaction between Casako's Framework & Modmenu. But Generally speaking you arent suppost to remove Orbital rings, via alternative means. as for the other, You generally dont lose control of a Voidsphere, wonder how that happend.
Fogos02 Vor 18 Stunden 
Good afternoon. I discovered a small flaw related to the "Sphere of Emptiness" (level 3 of a Split World or a World with a black hole instead of a core... I don't know how it is in English). Due to some circumstances, I had to leave the Sphere, and after a while I re-colonized the Sphere (I colonized it with an Emissary, or the colonial guard of the Forerunners... I also don't know what it's called in English.). After waiting for 2-3 months, I have not been able to restore the destroyed orbital ring of the forerunners. I thought it was a bug and disassembled it using the megastructure parsing function from the Casako's Framework & Modmenu mod, thinking that I could build a new one in its place, but to my dismay, I can't build a ring of Forerunners on it. And so I was left without the ring of forerunners on the "Sphere of Emptiness", without which it seems like it cannot be built🙃. Maybe I did something wrong and because of this I can't build?
H11DN-D4NG3R  [Autor] Vor 19 Stunden 
@Richard Apperently so, dunno why it happens.
Richard Vor 19 Stunden 
Does anyone else keeps crashing with real space when you have this mod turned on?