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Ultimate Technologies - v4 Patch
   
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24. Mai um 6:54
24. Mai um 7:28
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Ultimate Technologies - v4 Patch

Beschreibung
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)

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.



4 Kommentare
johnthepatriot 31. Mai um 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. Mai um 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. Mai um 4:18 
Thanks for working on the patch!
浙江卫视场屠杀 24. Mai um 21:40 
good work, appreciate it.