Stellaris
AlphaMod 2.5
20 sonuçtan 11 ile 20 arası gösteriliyor
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Güncelleme: 4 Ağu 2019 @ 8:34

See above.

Güncelleme: 31 Tem 2019 @ 2:21

Fixes for disappearing research buildings.
Fixes for special country types being health-checked that shouldn't be.
Primitives were getting upgraded starbases they then own. No.

Güncelleme: 26 Tem 2019 @ 14:16

  • Fixes for districts being spammed by the AI.
  • Fixes for fanatics swapping districts. Look, I get that you're Spiritualist as well, but Work Collectives good, Parishes not so good, okay Mr. Authoritarian. Stop breaking your planet.
  • Fixes for starbases not being upgraded or filled by the AI. "See that up there Timmy? It's no longer just an expensive lamp-shade."
  • Crew Quarters now provides +2 Naval Capacity. To help the AI.
  • Comms Relay no longer needs giga-relays. To help the AI.
  • Freight Yard no longer needs tech. To help the AI.
  • Added a bunch more resource producing starbase buildings for outposts. To help the AI. Players can build them. Which ones are available depends on orbital deposits in the system.
  • Added Waste Haulers starbase building.
  • Tweaked Waste consumption, to avoid deficit alarms being set off. That wasn't annoying at all.
  • Rebalanced vanilla orbital deposits, to reduce the excess minerals spawns. Last test suggests I didn't get it right yet, so this'll get another revision next update. It'd be nice to have to build mining districts on mining worlds for a change.
  • Changed minimum of orbital energy deposits from 2 energy to 3 energy. Because f**k that s**t.
  • Over-rode habitats, so the AI can build a maximum of 1 per system. Will they colonise it? I dunno, it's still a crap-shoot.
  • Changed Natural Fuels to Gases decision to work with Natural Fuels Plants. Because no-one built them.
  • Changed Actinides to Motes decision to work with Actinides Mines.
  • Added Ice to Crystals decision, to work with Ice Processors. Warning: They will then consume more Ice than they produce, and will consume some minerals as well.

Güncelleme: 21 Tem 2019 @ 5:27

  • Bug-fixing.
  • Added buildings Chemical Recycler, Crystal Purifier and Gas Recycler.
  • Expanded on the waste mechanics a little. Again, you can just ignore it, but there are now some benefits to managing waste, especially for the production/upkeep of buildings and jobs that consume it.
  • I know about the annoying resource deficit alert on waste when it gets low. I'll be dealing with that for the next update.
  • AI should now spend Wealth on edicts and decisions a lot more regularly.
  • Added yet more edicts costing Wealth.
  • Increased sources of Wealth production.
  • Changed the job provision from upgraded factories and foundries. Less jobs, more base production from the buildings themselves. This is primarily to benefit the AI, and reduce high tier job provision as unemployment is once again a non-concern. It's also more representative of processes becoming more efficient and automated. Automation != robots, you whinging Spiritualists.
  • Military Academy is now useful.
  • Upgraded capitals now increase max districts.
  • Hydroponics Farms and Vertical Farms will now utilise Ice if it's available.
  • Added Traditional Farm as a tier 0 food building. Upgrades to Hydroponic Farms. This is primarily to help the AI with expanding its early food economy.
  • Clinics and hospitals now provide a habitability bonus.
  • AI can now intelligently make use of a lot of buildings it either never used or used as if someone had smashed its head in repeatedly with a rock. Including the Shield Generator, yes.
  • AI should now use stockpiling decisions effectively.

Güncelleme: 17 Tem 2019 @ 2:49

Replaced an errant not with a nand.

Thank you Persepheus for tolerating my arseiness and standing your ground.

Güncelleme: 16 Tem 2019 @ 2:22

Economic/planetary development AI update.

Güncelleme: 4 Tem 2019 @ 1:57

Hotfix for some file duping that made it into yesterday's build. This will have royally screwed up districts and swapping. Current game is very likely toast. Sorry. Start a new one.

Güncelleme: 3 Tem 2019 @ 2:23

Left Beta.

  • More work on correct districts appearing on planets.
  • Added a 10 year recovery support modifier after terraforming a habitable molten, frozen or toxic to a non-hostile. A bunch of non-vanilla districts go poof when swapped, failing to convert, and I guess I've found an annoying hard-code restriction I have to work around. (In some other dimension, there's a world where all the poofed districts lie empty, but are happy.)
  • New ringworld districts, including a super-ultimate-Industrial Segment and an ethically dynamic Culture Segment.
  • Added experimental Waste resource. Right now all it does is accumulate, and nothing else at all. Look at the pretty icon, boggle at the rising number. (Wonder what the hell the rulers are doing to create all that bloody waste.)
  • Re-introduced Mega-Cities.
  • Re-introdiced Orbital Atmosphere Injector.
  • Re-introduced Orbital Habitat Ring.
  • Added a bunch more wealth costing edicts for doing stuff.

Güncelleme: 23 Haz 2019 @ 10:43

  • Lots of fixes for the correct districts appearing, especially after terraforming. Also fixes to Habitat and Ecu districts.
  • Certain fanatic ethics should no longer be able to swap the type of Community District they have.
  • Re-introduced Infrastructure Expansion district for Habitats.
  • Added new Admin Hub district for non-specialised Habitats.
  • Made Mining District availability on hostile habitable planetoids correctly dynamic.
  • Over-rode 00_countriy_types.txt so machine empires have a base Giga-Relay income.
  • Gestalt empires can now build the Advanced Systems Manufacturing building, which provides a drone equivalent job for producing Giga-Relays, that doesn't need plastics.
  • Law Enforcement policy does more stuff.
  • Added new Marshall job.
  • Rangers Office starbase building changed to Marshalls Office. Requires Empire Police policy option to be built.
  • Added two new edicts costing wealth, unlocked by traditions, for increasing funding of Fleet and Defence.
  • Over-rode planet designations to make some less naff.

There's a high possibility that a current save-game will be harmed by this update. It's recommended that you start a new game.

Güncelleme: 16 Haz 2019 @ 4:22

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