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Ultimate Technologies - v4 Patch
   
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24 mei om 6:54
4 jun om 18:39
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Ultimate Technologies - v4 Patch

Omschrijving
This is a temporary patch for breloom1994's Ultimate Technologies . Whenever breloom gets around to a full update, I'll drop this.

Note: I've only done a single full playthrough (with other mods) and a couple targeted balancing passes. Everything I used worked fine but no guarantee I didn't break something. For example, I didn't test habitat or ring-world utopian infrastructure

Load Order
This is a PATCH , not an independent mod. I've only included files that were changed. You still require the existing 3.14 version higher in the load order
  1. Ultimate Technologies
  2. Ultimate Technologies Patch
  3. (Optional) Ultimate Weaponry (Standard)
  4. (Optional) Ultimate Weaponry (Standard) Patch

Changes
  • Variable updates for Stellaris v4.*
  • A number of rebalancing passes to line up with changes in Stellaris defaults and some common mods
  • Added a scripted variable so other mods can tell if Ultimate Technologies is loaded
  • Utopian Infrastructure... Ideally, we would swap out all district types when we trigger this decision, and then swap back on the abolish decision. There's only really a few ways to do this:
    1. Something like the current resort/prison planet system, which would require modifying a number of vanilla district files in order to include another case to exclude standard districts
    2. Something like an ecumenopolis. This is fine and might be the best solution in the end; however, it makes abolishing the decision tricky
    3. A ton of custom planet classes
  • For now, I've just enabled the new districts and any existing districts will migrate to their new equivalents. You will still be able to buy the vanilla districts and use their build slots (obviously a bit broken balance-wise)
  • Note: the extra district slots will not fit in the vanilla planet view. You are going to want to use a modded UI (e.g. UI Overhaul Dynamic )

Compatibility

I only changed existing files in Ultimate Tech and added some scripting utilities. No vanilla files have been touched. This should be safe to use with basically anything Ultimate Technologies is safe with.
11 opmerkingen
君の名前 2 uur geleden 
Great work! I'll give you some points to support you. By the way, could you make a compatibility patch for Ultimate Weaponry (Lite)?
AdmirableOstrich  [auteur] 4 jun om 19:16 
Minor update just to tune some dials. See change logs.

Importantly, I made a slight change to utopia infrastructure to align it better with other planet changing decisions: buildings and districts will now be validated after triggering or abolishing. This prevents some issues (and exploits) that can happen with certain combinations of decisions. Note that this means your utopia districts and any contained buildings and specialisations will now be destroyed if you use the abolish decision. .

@Kedi, I've tested on 4.0.15 and things work fine for me. Things should also always be save compatible unless I change something major, in which case I'll mention it. A blank event pop-up will likely mean a corrupted event file, either from vanilla Stellaris (in which case verify file integrity) or a mod. You can get the event ID using the debugtooltip in the tilde (~) menu. Might be a vanilla event, might not. All events in this mod are trigger-only, so they should never cause spam.
Kedi 4 jun om 4:20 
It appears that the empty event bug goes away when rerolling to version 4.0.14
Kedi 4 jun om 4:12 
Oh, it appears that is happening for many players rn because of a "small update" i guess thats not because of this mod then
Kedi 4 jun om 3:57 
Im guessing this patch isnt compatible for save games? mine keeps spamming me with an empty event notifcation
Kedi 4 jun om 3:40 
@AdmirableOstrich Thank you so much!
AdmirableOstrich  [auteur] 3 jun om 18:54 
@johnthepatriot There were some outdated multipliers on some of the jobs that have now hopefully all been fixed... but nothing that should have interacted with enforcers. I set the weight multiplier to be a bit boosted over the corresponding vanilla jobs, but not excessively.

@Kedi, should be fixed. I ended up just doing a pass to swap out any remaining noble/ruler job types with politicians. In 4.x they should automatically redistribute based on which specialisations you have unlocked.
johnthepatriot 31 mei om 23:09 
Pops are not filling jobs. It's always jobs related to the buildings in this or the parent mod. Mostly annoying, but Enforcer slots will not fill... so it's a little bit game breaking.
Kedi 29 mei om 18:44 
Hello! first of all thank you so much for this patch, its one of my favorite mods and i highly appreciate it

Now, I've noticed a bug i think, playing as a technocracy and the Intelligence Laboratory creates a separate Science Director Job
SolidSpaceDisk 28 mei om 4:18 
Thanks for working on the patch!