Stellaris

Stellaris

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Ancient Cache of Technologies
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2.078 GB
22 Jun, 2018 @ 4:37pm
19 Jun @ 4:05am
441 Change Notes ( view )

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Ancient Cache of Technologies

In 1 collection by Chirumiru ShiRoz
PeerawatZ/ShiRoz Stellaris Mod Collections
4 items
Description
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].
Popular Discussions View All (248)
7
25 minutes ago
Crashes before startup (When loading game)
Mycario
9
8 Apr @ 10:55pm
Fallen Empire Titan Upgrade Idea
Inderezzed
11
12 May @ 3:18am
Game is crashing
Comrade
10,241 Comments
Silver 11 hours ago 
yep there was a decision for superior colonies that had to be completed.
Silver 11 hours ago 
@H11DN-D4NG3R ah ill wait for that tech then. It may be named the same in the requirements but be a different building. Ill test and see. Thx
xia05106 19 hours ago 
Second follow up: I circumvented the problem by starting a new design instead of changing the existing design. That way stage 4 ships can be correctly designed and saved. Still this is an interesting problem though.
H11DN-D4NG3R  [author] 19 hours ago 
@Xia05106 i would halfly assume its because you are missing a technology.

I do not have the DLC so i cant test the Bio ship stuff. Tho i would asssume chiru made them all correctly.
xia05106 19 hours ago 
Follow up on the same question: I just started a new game with the exact same list of mods and used the "research all technologies" function. That way my stage 4 ships are all normally designable. When I load back into the same game the problem persists.
xia05106 20 hours ago 
I'm having a weird problem with my bioships:
for my maulers through to stingers, I cannot assign combat computers and special components to my stage 4 designs, which prevents me from saving them and building them. it is also peculiar that whenever I open a blank, new design, sensors, computers, thrusters and hyperdrives appear in the slots of reactors, hyperdrives, sensors and thrusters, so that I effectively have a default design with no power. All but the computer slot and special component slot can be manually corrected to have their correct parts installed. However, my stage 4 titans are perfectly normal, and my colossus and juggernaut are also designable, even though I have other mods that change those.
Although the game can still run without stage 4 ships, but how can I fix this?
H11DN-D4NG3R  [author] 20 hours ago 
@E you supposively Steal the Databank while listening to the FE. with inturn should give ALL your leaders negative traits. (doesnt seem to work rn)
Hi, wanted to clarify on 1 event ( 1 time I see it) what is the essence: was in the middle of the game ( studied the delta reactor + relevant technologies) and fell out the task to collect the databank of the forerunners. And a year later, I was contacted by a fallen empire with the following text: welcome, we learned that you are collecting information on long-extinct civilizations. We are willing to share the information with you, in exchange for some information. Then there's a little story there. And after that, they gave out a data bank of preternatural civilizations.
And now the essence of the question: What is affected by the fallout of this event)?

P.s please pardon the spelling. I use AI translator )
H11DN-D4NG3R  [author] 17 Jun @ 11:12pm 
@Silver, cant help cause i dont have the DLC to test

But as obvious things, you need the Delta capital to be able to build delta buildings
Silver 17 Jun @ 9:00pm 
quick question, is anyone having difficulty using the wilderness origin. Structures say they require a planetary root nexus which i have constructed on all planets, yet I am unable to build dark matter structures like the power grid one. Any fix?