Stellaris

Stellaris

Superstates
Viser 11–20 av 34 bidrag
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Oppdatering: 19. apr. 2024 @ 6.04

-Added 2 secret Superstates based on the submissions from Superstates: Redux (a failed project)
-Fixed a minor spelling issue in the Russian localization

Oppdatering: 18. mars 2024 @ 7.46

-Added 5 new resolutions for each remaining Superstate, totalling in a whopping 30 new resolutions! Including:
--6 new capital buildings
--6 new army types
--2 vassalization and 4 annexation casus bellis
--Lots of bonuses against endgame crisises
--An edict for militarists to boost their naval capacity at the cost of an increased ship upkeep
-Added different event images created by hand. These are far superiour and match my style more
-Fixed a small issue related to envoy_cohesion_effect modifier being renamed
-Deleted the Simplified Chinese localisation as it has been causing issues with an external localisation mod
-Updated the Korean localisation with placeholder English text
-Changed the war stances so that a pacifistic Superstate is able to declare war (preventive one of course)

Oppdatering: 15. mars 2024 @ 9.16

-Removed the AI generated event images. These suck so I will be replacing them with an actual hired artist's pictures at some point
-Preparations for the final six Superstates have been completed, including text and graphics. They will be slowly but surely implemented into the mod now
-Updated the compatible game version in the descriptor

Oppdatering: 6. jan. 2024 @ 7.22

-The HGE now requires the Custodian to be (fanatic) spiritualist before proclaiming it
-should_force_rename of all new galactic governments now set to "yes"
-Added 6 new Superstates!:
--Galactic Guardians for pacifist empires
--Iron League for militarist empires
--Techno Union for materialist empires
--Ecumene Covenant for spiritualist empires
--Free Galactic States for barbaric despoilers
--Galactic Utopia for rogue servitors
-Currently, the Superstates do not feature the Superstate Management resolutions, which will be added in future updates

Oppdatering: 22. nov. 2023 @ 3.36

-Updated the habitat code so it properly functions now. Building upgrades now should be possible on habitat centres (Shotouts to Seraphine Aurora for the bug report!)

-Added a unique Unification event image for each and every Superstate in the mod (AI generated, I'm no artist, sorry :/)

-Fixed a crucial bug where any empire could have attempted to pass the Management resolutions, only for these resolutions to autorepeal. From now on, only the Custodian can pass these resolutions, and other Empires can only attempt to repeal them

Oppdatering: 16. nov. 2023 @ 8.40

-Changed the recommended version. The mod appears to be stable for 3.10
If anything goes wrong, I urge you to report your problem in the comments

Oppdatering: 5. nov. 2023 @ 1.37

== 2.3.1

-Fixed a bug with new capitals not actually being considered capitals, so that other buildings couldn't be upgraded (Shotouts to @Revan85 for pointing out!)
-Fixed a missing localization for mod_unity_cost_mult for the H.G.E.
-Minor miscellaneous localization tweaks

Oppdatering: 28. okt. 2023 @ 6.26

The biggest update so far!

==2.3:

-Vassals no longer have their overlord's Superstate civics upon release
-The Superstate now correctly loses their civics when disbanded
-Minor rewrite to the Universal Union's leadership
-The Everlasting Hive's pop bonus has been significantly reduced (i'm so sorry it was busted)
-Added a missing shift_ethic effect to the GALSOC's formation event
-Lowered all armies' collateral damage to appropriate levels. This way the giant bots will now inflict 300% collateral damage, while regular (albeit specialized) forces deal only 50% (provided they're not aiming to inflict it in the first place)
-Added 2 new Unifications event images for the Galactic Republic and the Union of Socialist Stars (With plans to revamp the rest in the future, maybe also adding unique super-event-esque sound effects)
-Added Galactic Reclaimers, a xenophobic Superstate ready to claim the entire galaxy as their own! (Requirements: Any Xenophobic Empire)
--5 new resolutions, featuring:
---A new imperial capital - The Spire
---Special military units - The Reaver Guard
---An annexation casus belli against the filthy
---Bonuses against endgame crisises
---Lots of bonuses for your citizens, while keeping all the xenos as far from your borders as possible
-Added United Federation of Stars, a xenophillic Superstate promoting friendship and unity! (Requirements: Any Xenophillic Empire)
--5 new resolutions, featuring:
---A new imperial capital - Federation Council
---Special military units - Tactical Defense Divisions
---An annexation/vassalization casus belli against potential threats
---Bonuses against endgame crisises
---All the xeno pops are welcome in this empire! And as such are much happier
-Added Grand Cartel, a criminal syndicate-turned Custodian, usurping the power in the galaxy in favour of infinite profit (Requirements: Criminal Syndicate Megacorp)
--5 new resolutions, featuring:
---More energy credits for all your capital buildings!...Provided there is enough crime
---An edict that adds shadow operatives (5 envoys) at the cost of a significant decline of happiness
---An annexation/vassalization casus belli against law enforcing entities
---Bonuses against endgame crisises
---Yet another edict, adding greater decryption/encryption, allowing your shadow operatives to roam around the galaxy freely!
-Added Holy Galactic Empire, a spiritual state, dedicated to upholding and protecting the religion across the galaxy! (Requirements: Feudal Society)
--5 new resolutions, featuring:
---A new planetary capital - Cathedral of Unity
---Special military units - Stardust Crusaders
---An annexation casus belli against the heretics
---Bonuses against endgame crisises
---An extremely unique edict, letting your ruler become immortal, albeit at an extremely high cost...

Oppdatering: 28. sep. 2023 @ 0.29

-Fixed a bug related to missed habitat changes (Shotouts to Vollauro!)

Oppdatering: 12. sep. 2023 @ 1.51

-Not sure what was wrong, but fixed a startup crash, probably being related to the 3.9 release. The mod should now work as intended. If it doesn't, please, do let me know!