Stellaris

Stellaris

[2.1] Stellar Expansion
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Opdatering: 20. okt. 2016 kl. 13:51

2016-10-20:
This update streamlines and changes things for the 1.3 Heinlein update. There's been a LOT of internal refactoring, so it won't be compatible with 1.2.x saves, and a lot of things have been removed, due to changes to the base game. In particular:

-FTL Improvement Techs have been removed.
-Ship Components have been removed.
-Strategic Resource Buildings have been removed.

So for now, we're back to Buildings + Technologies. I'm going to look into FTL Improvement again once I see how the new techs play, but the *major* end-game issue - the lack of Jump Drive for all FTL types, has now been addressed. There's a good chance of the FTL stuff returning in an addon. Strategic Resource stuff might also return, in a separate module. I'll be adding new Ship Components once again, but I want to be sure that what I'm adding fits with the 1.3 paradigm.

Tech costs have been adjusted across the board to match the 1.3 values.

-Capacitor Banks have been updated to provide an Adjacency Bonus to Energy, providing parity with Mineral Silos in 1.3.
-The Ministry of Intelligence and Bureau of Vigilance have had their effects swapped. Militaristic and Xenophobe Ethos had their base abilities swapped in 1.3, such that the buildings as they existed would have added directly to their ability rather than providing a synergistic effect.
-Terraforming stations have been removed from Adaptive Offworld Construction, as they no longer exist.

Changed Buildings: Capacitor Bank I/II/III: +500/750/1000 Energy Stored +1 Energy Adjacency Bonus Ministry of Intelligence: Empire-Unique +2 Maximum Rivalries Bureau of Vigilance: Empire-Unique +50% Rivalry Influence Gain Changed Technologies: Adaptive Offworld Construction: Voidcraft -5% Spaceport Module Cost -5% Spaceport Build Cost -5% Frontier Outpost Cost -5% Mining Station Cost -5% Military Station Cost Repeatable (5x) Applied Fleet Logistics: Materials +10% Ship Repair Speed -5% Ship Repair Cost -5% Ship Upkeep Cost Repeatable (5x) Shipyard Assembly Coordination: Voidcraft +10% Ship Build Speed Repeatable (5x) Adaptive Training Regimen: Military Theory +10% Army Build Speed Repeatable (5x)

Opdatering: 30. juli 2016 kl. 11:53

2016-07-30:
Alright, so this update adds ship components! Because that's always fun. :)

However, many of these components are limited by FTL type. In doing this, I'm treating Jump Drive as essentially Wormhole's "unique" tech. The Psi-Jump drive is problematic, but without changing vanilla, not much can be done. For the sake of parity, I have added two new levels of Wormhole Modulators.

The general balance point and justification is this:
Hyperspace = Improved sensor technology from hypernavigation requirements.
Warp = Fastest sublight ships, from mastery of warp field manipulation.
Wormhole = More durable vessels to survive wormhole travel.

New Ship Parts: Science Labs: +10/20/30/40% Survey Speed +10/20/30/40% Anomaly Research Speed +5/10/15/20% Anomaly Discovery Chance Hyper-Linked Sensors: Sensors Range: 60 +10 Ship Accuracy **Only available to Hyperspace civilizations. Micro-Warp Thrusters: Thrusters +50% Ship Combat Speed +50% Ship Speed +25 Ship Evasion **Only available to Warp civilizations. Linked Wormhole Modulator: FTL Drive +5% Ship Hull Points -25% Emergency FTL Damage **Only available to Wormhole civilizations. Stabilized Wormhole Modulator: FTL Drive +10% Ship Hull Points -50% Emergency FTL Damage **Only available to Wormhole civilizations. New Auras: Hyper-Sensor Locus: +5 Ship Accuracy +10% Ship Weapon Range **Only available to Hyperspace civilizations. Micro-Warp Field: +25% Ship Combat Speed +25% Ship Speed +5 Ship Evasion **Only available to Warp civilizations. Hull Integrity Matrix: +10% Ship Hull Points **Only available to Wormhole civilizations.

Opdatering: 28. juli 2016 kl. 14:18

2016-07-28:
Added Russian localization.
Diplomatic Hub now also provides +100 Maximum Influence.
More internal refactoring. Oh, and there's a git repo now.

Opdatering: 14. juli 2016 kl. 7:50

2016-07-14:
Couple of minor bugfixes - thanks lillgrin!

Opdatering: 13. juli 2016 kl. 15:34

2016-07-13:
Terraforming technologies have been removed from the mod.
The Xeno Nutrient Factory is now 10 Food produced and +10% Food on planet.
Also, there has been some internal refactoring.

Opdatering: 11. juli 2016 kl. 15:52

2016-07-11:
New buildings - energy storage and food production. :)
Seemed a bit unfair that Xenophobes couldn't make use of alien pets in any way.
Also, Energy should be storable too. There might be upcoming features that require lots of it.

New Technologies: Xeno Nutriment Factory Biology Unlocks Building: Xeno Nutriment Factory **Not available for Xenophile or Fanatic Xenophile Ethos New Buildings: Capacitor Bank I/II/III: +500/750/1000 Energy Stored Xeno Nutriment Factory: Planet-Unique +10 Food Produced +5% Food Output on Planet

Opdatering: 9. juli 2016 kl. 9:09

2016-07-09:
Two new buildings - Empire-Uniques for Xenophiles and Pacifists.
This gives them a bit of flavor and restores some of their pre-1.2 gameplay and should help them with their respective playstyles. Also synergizes well with other ethos.

New Technologies: The Final Frontier Rare, Statecraft Unlocks Building: Frontier Science Institute **Requires Xenophile or Fanatic Xenophile Ethos Galactic Concordance Rare, Statecraft Unlocks Building: Concord Assembly **Requires Pacifist or Fanatic Pacifist Ethos New Buildings: Frontier Science Institute Empire-Unique +2 Physics Produced +8 Social Produced +2 Engineering Produced 10% Society Research Speed on Empire Concord Assembly Empire-Unique -20% Growth Time on Empire

Opdatering: 8. juli 2016 kl. 10:23

2016-07-08:
New building to make use of Terraforming resources without actually terraforming. :)
Also a couple of bugfixes.

New Buildings: Climate Moderation Reactor Planet-Unique +20% Habitability on Planet Changed Technologies: Deep Scanning Algorithms: Computing +25% Anomaly Discovery Chance (+15%) Removed Anomaly Failure Risk (Vanilla scoping issue - it didn't work.) Bugfix: Cold Barren planets can now actually be terraformed.

Opdatering: 7. juli 2016 kl. 15:39

2016-07-07a:
Two new buildings and some Terraforming balancing.
These buildings open up some gameplay types for ethos combos. Xenophile + Militarist is now more interesting, as is Xenophobe + Pacifist.

The reason for the terraforming changes is because I want to leave more non-habitable planets open for Strategic Resource purposes. Also, the way the game generates those planets, they are WAY outside the habitable zone. Barren and Cold Barren worlds typically are not. Terraforming uninhabitable worlds can be a tremendous power boost to certain ethos, so I had to rein it in slightly to keep things reasonable. Lastly, Gaia worlds do have a lot of power with Xenophile builds, so taking another 5 years to create should keep them from being too out of control.

New Technologies: Central Intelligence Rare, Statecraft Unlocks Building: Ministry of Intelligence **Requires Militarist or Fanatic Militarist Ethos Eternal Vigilance Rare, Statecraft Unlocks Building: Bureau of Vigilance **Requires Xenophobe or Fanatic Xenophobe Ethos New Buildings: Ministry of Intelligence Empire-Unique +50% Rivalry Influence Gain Bureau of Vigilance Empire-Unique +2 Maximum Rivalries Changed Mechanics: Molten and Frozen worlds can no longer be terraformed. Barren worlds can now be terraformed into Desert worlds. (2 Liquid, 4 Gas) Cold Barren worlds can now be terraformed into Arctic worlds. (4 Liquid, 2 Gas) Gaia Terraformation now requires 3000 Energy (+500). Gaia Terraformation now requires 20 Years (+5).

Opdatering: 6. juli 2016 kl. 22:48

2016-07-07:
This is the first round of a bit of rebalancing for the various ethos.
Spiritualism in particular got hit pretty hard with the happiness loss in 1.2.

New Technologies: Cosmic Reflection Rare, Statecraft Unlocks Building: Monument to Creation **Requires Spiritualist or Fanatic Spiritualist Ethos New Buildings: Monument to Creation Empire-Unique +10% Happiness on Empire Robot Maintenance Facility Planet-Unique +10% Robot Resource Output on Planet