Stellaris
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Ancient Cache of Knights
   
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21 Eki 2023 @ 11:59
13 Ara 2024 @ 17:38
15 Değişiklik Notu ( görüntüle )
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Ancient Cache of Knights

Açıklama
Added ACOT versions of knight jobs
Note: Knights in the images above have more army generation than the current version.

//FEATURES//
  • Added new knight, squire, and grandmaster jobs that scale with ACOT power levels.
  • These knights gain the same buffs that normal knights do from events, just scaled to ACOT levels.
  • Knight keep and castles give the upgraded jobs (based on the level of the capital building).
  • Added new knight district for AOT DM, AE, Phanon, and Stellarite habitats
  • Does NOT modify vanilla habitat knight districts.
  • Note: Numbers in screenshots are outdated, the images are pre-ACOT 3.12 job nerfs.

//COMPATIBILITY AND LOAD ORDER//
  1. Requires ACOT
  2. Optional AOT
  3. Optional DECISION ORIGINS or DAEMONIC INCURSION 😈 KNIGHTS OF THE TOXIC GOD
  4. (PLACE MY MOD HERE)

//ALSO TRY//
Ancient Knights of the Toxic Frameworld, my mod to bridge ACOT Knights and the Frameworld from Gigastructures

//BALANCE//
I attempted to keep the ratios between ACOT vs Vanilla and Vanilla Researchers / Bureaucrats vs Vanilla Knights, but it is ACOT, so balance is just an attempt.

I realize that alpha jobs are technically AOT only, and that proper ACOT-only implementation would increase the number of knights instead of upgrading them at Alpha level, but thats too much work XD
39 Yorum
Don't even Try it 29 May @ 18:24 
I know ACOT hasn't updated yet- so it's a perfect time to get ahead of the mob and say: Thank you for the work done on this mod. Even if you have to prioritize life, the time I played with this specific mod was some of my favorite time in my first delve of Stellaris modding.
Xahkarias  [yaratıcı] 13 Ara 2024 @ 17:39 
Update: v3p14u1

Added new knight district for AOT DM, AE, Phanon, and Stellarite habitats
YashaSkaven 11 Ara 2024 @ 21:56 
Alright sweet! Take your time fam you got this
Xahkarias  [yaratıcı] 23 Kas 2024 @ 15:11 
@YashaSkaven: Good idea! I'm busy for the next 4 weeks but ill implement that then.
YashaSkaven 23 Kas 2024 @ 14:52 
would it be possible for enigmatic habs to have a district for enigmatic knight jobs at least?
Xahkarias  [yaratıcı] 15 Kas 2024 @ 12:27 
@Hatmann: that means theres something wrong in how i reference the thumbnail for my mod in the launcher. Ill get around to it sometime, but its purely a launcher problem and has no effect on the actual mod itself.
Hatmann 14 Kas 2024 @ 17:56 
This anything important?
[20:45:17][persistent.cpp:46]: Error: "Unexpected token: thumbnail, near line: 7
" in file: "mod/ugc_3056922021.mod" near line: 7
Xahkarias  [yaratıcı] 3 Kas 2024 @ 11:55 
v3p14u0

* Confirmed to work with 3.14 update of ACOT and AOT
* Buffed the amount of food squires make when the Deity's Swarms deposit is upgraded via the vanilla event chain.
Xahkarias  [yaratıcı] 14 Eki 2024 @ 14:08 
@Westrian: I did buff the food from higher level squires, but then again it was way too low of a buff. I could probably change it so that higher level squires give a small amount of acot resources from the previous tier.

As for luminous blades, it reduces the acot resource upkeep of advanced knights by 33% (though I never put that on a tooltip anywhere lol)

I can fix up the squire stuff in a few weeks, im a bit busy currently. Put another comment if I dont update this in 3 weeks
Westrian 14 Eki 2024 @ 6:44 
any chance you can change the modifiers of the 5th and sixth quest for squire? food and gas seem kinda...pointless with the mod, even early. or atleast buff the food to a better level, but the gas is completely useless. also the luminous blade is also kinda pointless as you get it too late to have no alloy upkeep be useful. (not saying to bring back knights MAKE alloy, but something)