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Ancient Cache of Technologies: Extra Defines and Changes
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2020년 11월 15일 오전 9시 12분
2025년 6월 1일 오후 6시 04분
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Ancient Cache of Technologies: Extra Defines and Changes

Chirumiru ShiRoz님의 1 모음집
PeerawatZ/ShiRoz Stellaris Mod Collections
아이템 4개
설명
This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. It can however be used without ACOT if you so desire.

#Note : Not all changes are listed below, some may be missed, I will add them in as I remember lul.

Gameplay Changes

    Combat
  • Redefines how fleet power calculation work, reducing overall fleet power, but will fix the "1" fleet power bug. (It may still happen on ridiculously overpowered ship)

  • Fallen Empire Decadence now increases every year by one but has its capped increased to 500.

  • Planet regenerates health twice as fast, but takes twice as long to begin healing.

  • Armies take higher damage from bombardments.

  • Policy now has only 5 years cooldown period.

  • Debris lasts twice as long, gives a lot more experiences but only provides 5% progress.

  • Base Maximum megastructures that can be built increased to 5.

  • Ships will try to readjust their positions based on their tactics much more often.

  • High Tracking Ships will target high evasion ships much more often. Low Tracking Ships will try to avoid shooting at evasive ships.

  • Starbases are much less likely to be targeted if there's defense stations protecting it.

  • Army Morale Damage is reduced by roughly half.

  • Morale is only considered low if below 30% (from 50%)

  • Reduces fleet upgrade time by a lot, but reduces the refund costs for changing components.

    Leaders and Forces

  • Increase Leader Level Cap to 20.

  • Admirals are twice less likely to die in combat.

  • Prevents generals from ever dying in ground combat (they are already not that useful, better to just make them not dead, besides they are supposed to strategize and lead, not throwing themselves into harm's way.

  • Increases experience gains for both leaders, armies and ships.

  • Improves stats from leader level and ship skill levels.

  • Command Limit increased to 1000.

  • Naval Capacity increased to 99999.

  • Starting Naval Cap increased to 40, I know you are relatively new to space travel, but come to @*!@ on, only 20 ships? :P

    Repeatables

  • Reduces most non-economic repeatables to be capped at 20.

  • Realigns some repeatable engineerings to Physics and Society so they don't infest Engineering as much.

  • Readds Hull repeatable upgrades.

  • Many previous repeatables that were capped at 5 has been increased to 20.

  • Fallen Empire will now have repeatables at 20.

  • Research Pact now increases known tech research speed by 100%.

Graphical Changes
  • Make fleets scatter more so they don't clump up.

  • Make missiles spread slightly a bit more so they don't clump up.

  • Reduces Strike Craft's trail length as they tend to look kinda dumb.

Limitations (IMPORTANT)

  • Fleet Powers will start to increase dramatically if evasion goes above 90, and skyrocket if it goes beyond 100. Take exceptional care when designing fleets and takes into account their stats first. This cannot be fixed at the moment because there is no defines that allow for modification of evasion calculation.

  • Fleet Powers can still bug out at extreme lengths (like Stellarborne-tier) but it still works on Phanon (which had above 10m hp)


FAQ


Q: So why do my fleets suddenly have stupidly low fleetpowers?
A: The new calculations make the game less overzealous with how it calculates hull hp, evasions and weapon damage, which also fixes the issue of it not being able to display a fleetpower above 800k-ish without going into 1. (Ship fleetpower, not fleet total power)

Q: Does it actually make my fleets weaker?
A: No, your ship still have the same stats, but events that calls for fleetpower check will require you to do extra works to reach the vanilla score.

Q: Can I use this without ACOT?
A: Yes

Q: Why cap repetables?
A: To keep things realistic, and to prevent the game from actually overflowing. Just how much can you make the kinetic gun fires faster before it can reaches across galaxies in single second?

Q: This seems to be oddly small for an ACOT submod.
A: Wryyyyyyyyy

Q: Who came up with the numbers and balances, can't be you since we all know Panada sucks at balance.
A: The Panada has consorted with multiple dudes to come up with new calculations. Is it balanced? Possibly? Does it work? Yes. Just be glad I manage to fix the 1 fleetpower problem that has been plaguing this game for aeons.

Compatibility

  • Overwrite certain vanilla define stats.

  • Overwrites 00_static_modifiers.

  • Overwrites all three repeatable files.

Credits and Special Thanks to


- Wymorlon for many useful insights and intense debate whether xenophobes should have gene points.

- Velaroz, because hes the calculator. If ♥♥♥♥♥ are broken, blame him lulz.

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

- All supporters. Your sacrifice against the FE will be honored in the New Imperium of Meme.

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].
인기 토론 모두 보기(2)
1
2020년 11월 15일 오전 10시 13분
List of Changed Defines.
Chirumiru ShiRoz
0
2020년 11월 15일 오후 12시 13분
Leader and Skill Level Changes.
Chirumiru ShiRoz
댓글 234
Oxy 3시간 전 
@H11DN-D4NG3R - Much appreciated, I'll try and see how it behaves.
H11DN-D4NG3R  [작성자] 3시간 전 
@Oxy i think it's a ''shouldnt'' matter one
Oxy 3시간 전 
@B flat - thanks! I will try that out with the newly updated ACOT :)

Does anyone know if I should put it above or below ACOT mods?
B flat 6시간 전 
@Oxy vanilla does support level cap, as there are mods that increase it like https://sp.zhabite.com/sharedfiles/filedetails/?id=1320158755&searchtext=level
(which work just fine)
you can even do it yourself easily with a small change in defines, but you'll lack icons for levels above 10
so does this mod up the level or not?
Exaccelerator_07 2025년 4월 27일 오후 7시 14분 
Thanks for quick response btw. And yes I am sure that all of my mods are still active. Good to know that everything other than level cap are still working. Maybe try experimenting with my mod load order to avoid other issues
H11DN-D4NG3R  [작성자] 2025년 4월 27일 오전 9시 04분 
Right i just missread it.... But yes. the Define still works correctly. Just Nearly Nothing provides the relevant Buffs to increase the cap (even then. there's no icon for levels higher then 10)
Oxy 2025년 4월 27일 오전 9시 00분 
@Exaccelerator - I think the lvl 20 leader cap does not work and never has. I asked last year and got the answer below. My understanding from that is that ACOT supports it but the base game doesn't, i.e it does not work until either the Devs or Another mod manages to increase it. Everything else works perfectly and I never play withot it.

H11DN-D4NG3R 22 Jun, 2024 @ 3:08pm
@Oxy The leader cap is still a thing.
Primary issue with it is that there's nearly No mods out there that actually increases the base Cap.
(Base is 10, max limit being 20).
H11DN-D4NG3R  [작성자] 2025년 4월 27일 오전 6시 02분 
@Exaccelerator Is your modlist in the correct order?. (and you sure this mod is actually active?) having specific dlcs shouldnt cause issues.
Exaccelerator_07 2025년 4월 27일 오전 5시 53분 
Is this mod still working? I was playing subscription pass with all the DLC, with other mods along with the original ACOT, ACOT Override and this mod, which I found the max level 20 isn't working. At first, I try just using ACOT, ACOT Override and this mod to isolate any other compatibility issues with other mods, it is not working.
Paragot 2025년 1월 28일 오후 6시 16분 
Fleet power seems to be not working for me. It was working in a mod set, then I changed some things, and then it stopped working. Fleet power was at vanilla values at game start. So, I did some testing. I only loaded ACOT (with Overrides), AOT, and this mod, and fleet power was still at the vanilla values. Then I just loaded this mod only by itself in a mod set, and the fleet power was still at vanilla values.

Nothing has really changed from the first mod set until now where it was working. I reinstalled the game a few times, verified files. Rearranged a few mods, but still none of that should matter if I tested this mod by itself and the vanilla values were present.

For reference: vanilla values being shown with this mod and without this mod (at game start with the same empire both times, United Nations of Man):

First fleet: 161 power (vanilla will sometimes show 159 or 164)
First station: 663 power