Stellaris
Guilli's Planet Modifiers and Features
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Обновление: 19 март 2023 в 1:39

Patch 19-03-2023
== General ==
- Slighly reduced the number of mineral and energy space deposits
- Improved the blocker & feature spawning on Ancient Archaeopolises
- Significantly reduced the bonuses from precursor planet features (deposits)
- Reduced the chance for precursor modifiers to spawn on habitable worlds, they were a little too common

== Buildings & Districts ==
- Improved the manufactorium building for machine and hive empires so it now gives an alloy bonus
- Increased the cost and reduced the producton of Archaeopolis Manufacturing and Power districts. -They are very OP!
- Removed the text mentioning an unclearable archaeology blocker on the Archaeopolis Science District

== Modding ==
- Replaced all is_country_type = fallen empire & awakaned fallen empire checks with the is_fallen_empire trigger
- Replaced all is_country_type = default checks with a new trigger: gpm_is_country_type_default
- Replaced all is_country_type = awakened_fallen_empire with a new trigger: gpm_is_country_type_awakened_fallen_empire

== Events ==
- Significantly reduced the chance of finding precursor empire bonuses. They are powerful and should be fairly rare.
- Slightly reduced the chance of getting special precursor rewards such as precursor techs and minor artifacts from dig sites
- Slightly reduced the chance of getting precursor techs from reverse engineering minor artifacts


Обновление: 18 март 2023 в 7:28

Patch 18-03-2023
- Disabled machine world modifiers for now on normal planets as they don’t always make sense. It just felt weird and bad at the same time.
- Added more Planetary Diversity planets compatibility
- Improved the precursor event ship combat AI
- Slightly reduced the chance to get large alloy deposits, they should be rare
- Fixed Precursor Institute so it can actually be build now
- Improved the precursor discovery tech graphics a little

Обновление: 16 март 2023 в 5:54

Applied fix for life seeded decision not working on planets other than gaia worlds

Обновление: 15 март 2023 в 22:36

patched;
- Improved artifact action overwrite mod compatibility
- Removed the shipyards capacity bonus from the Fractal Manufacturing tech. I forgot to remove it after experimenting with it.
- Updated edicts to have more RP matching cost/upkeep

Обновление: 14 март 2023 в 10:09

== General ==
-Added a "debug" console command to remove and disable spider related features (modifiers, blockers,..). Simple open the console and type "event gpm_hidden_option.1". The game might lag for a few seconds while the debug command purges spider modifiers and blockers from every galaxy planet.
-Temporarily disabled the functionality giving Fallen Empire worlds extra deposits until I can find a more creative and mod friendly approach

== Technologies ==
-Turned precursor technologies into "Precursor Discoveries" with their own graphics like rare or dangerous techs.
-Given all precursor technologies a unique icon
-Improves some tech icons and bonuses
-The tech that spawns a xenomorph army every 7 years will now instead spawn 10 xeno morph armies once.

== Modifier Spawning ==
-Made minor tweaks to habitable world deposit features generation and removal scripts. This should create a little more variance on the number of available energy, mineral and food districts between different planets
-More space deposits are removed within two jumps of starting systems than further away.
-Added a bunch of restrictions to planet modifiers if capital modifiers are enabled. Special/weird ones now no longer show up on your capital (like ghost ships, high/low gravity modifiers, old world, temples, weird aliens and so forth.
-Fixed a bug where some moon related planet modifiers could only spawn on planets without any moons..
-Symbiotic life modifier cant be found naturally on gaia worlds anymore

== Events & Exploration ==
-Lowered expedition teams bonus research rewards a little when finishing minor survey events
-Updated precursor shield discovery event text to no longer mention reactivating it
-Increased the chance to spawn precursor digsites
-Increased the chance to get relics and other special rewards from precursor digsites if you have the archaeoengineers ascension perk or if your scientist has dig site related traits
-You can no longer nuke a planet infested by giant arachnids from orbit upon discovering it if the planet is owned by an empire. As funny as it was nuking an unmet player's capital, it was definitely not intended.
-Xandar the friendly planet will now only appear 50% of the time
-reduced the power of the reanimated leviathan when discovering the remains (mod version)

== Minor Artifacts ==
-Added Minor artifact deposits to precursor uninhabitable worlds if you have the Ancient Story Packs DLC
-Relic word mech armies, tank armies, power armor armies and fighter armies now require minor artifacts to build and subsequently are locked behind the Ancient Relics DLC. The planet modifiers that allow you to build these will have normal physics bonus if you don’t have the DLC instead.

== Other ==
-The Enigmatic Ship Relay component will now give 10% shield regeneration bonus and a 10% shield hardening bonus
-The Manufactorium building from event reward now correctly works with artificer civic
-Gestalts will now be able to clear Alien Eggs with the planetary decision
-Xenomorph blockers can now be cleared if you have the hunter lodge
-fixed Meredith being converted into a relic world at game start
-fixed ship components not producing resources
-fixed missing NAME_ names on some event ships
-fixed trait_pc_gpm_precursor_tomb_preference missing localisation
-fixed varios minor scope errors
-fixed various minor typos

Обновление: 27 дек. 2022 в 8:25

-Adjusted some planet modifier spawn weights to better suite PD storm planets
-updated precursor archeologist jobs to no longer say they produce minor artifacts
-spiced up fallen empire systems with some space deposits
-replaced the away team science ship influence upkeep with energy upkeep
-changed every special planet deposit into a rare category deposit so it shows up under the rare deposits UI planet view element
-updated some of the precursor planetary deposit features to make them a bit more exciting
-Rebirth Origin no longer has a survey speed penalty as it was interfering with other mod(s) and other negative survey modifiers
-precursor and time lost dig sites have been made a little less difficult to complete for your rookie scientists

Обновление: 13 дек. 2022 в 0:20

Updated with fix for frigate modifiers and added NSC compatibility for ship modifiers.
Fixed science ship upkeep cost incompatibility with my technology mod

Обновление: 4 дек. 2022 в 1:09

- Lowered science ship influence cost from the away teams policy
- Lowered unity bonus rewards from surveying (minor discoveries)

Обновление: 3 дек. 2022 в 9:21

Updated to version 3.6 of the game.
- Fixed relic icons
- Updated a planet pop assembly modifier
- Fixed two bugs with science ships and construction ship modifiers not working

Обновление: 13 ноем. 2022 в 0:06

Updated:
* Added forgotten planet modifier icons for the new planetary decisions
* Tarraforming planets now switches more bad/negative planet modifiers with planetary decision matching good modifiers where it makes sense. Eg; a bleak planet modifier gets replaced by a lush modifier.
* Rewrote all the minor survey event reward options.
* Added several new options to minor survey events based on ethics and civics or species types
* Rebalanced and improved all the potential deposits that can spawn with survey events so they are more varied
* Fixed a bug with deposit spawning from my exploration events where it sometimes wouldn't spawn
* Fixed a bug with survey event deposit spawning where different empires exploring the same planet could sometimes stack deposits.
* Added a starting option to disable the spawning of the mini mega structures (Silo, mining station, ..)