Stellaris

Stellaris

Guilli's Planet Modifiers and Features
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Aktualizace: 18. bře. 2020 v 23.52

• Voidborn Origin start should now always get starting habitat modifiers (for real this time!)
requires to enable capital modifiers in the options!

Aktualizace: 18. bře. 2020 v 14.46

Changelog
• Added a check to stop terraforming adding additional terraform modifiers
• Added a check to prevent Xenophobe Fallen Empire from having more than one planet shield around their planets
• Added missing localisation for gpm_diamond_rain
• Added missing localisation for gpm_radioactive_biome
• Voidborn Origin start should now always get starting habitat modifiers

Aktualizace: 17. bře. 2020 v 13.55

Guilli's Planet Modifiers - 2.6 Update

Change notes:
Total rewrite of the mod.
Virtually all of the scripts have been rewritten with two things in mind: Optimization and consolidation. Basically, I have made my mod vastly more efficient to use. It no longer freezes at the start of the game, it doesn't slow down at the start of the game and it will have far less problems with very large galaxies.
On top of that, a lot of the rewritten scripts were consolidated along with this, meaning it's now a lot easier for me to add new planet modifiers, events, dig sites, and so forth. Additionally, it is a bit easier for the mod to work with other mods.

That said, it does mean a very important thing: This update is NOT save compatible at all. Virtually every internal name was changes, so loading this update in an older save will wipe away almost everything from my mop in that save. So best update when you intend to start a new game!

Huge balance overhaul
Almost every bonus from the mod has been lowered or changed to be a bit more balanced. In the future, some of the more boring bonuses will instead unlock cool things, like unique traits for your empire, or a unique building, or unique armies or other secret things ;)

Overhaul of planet modifiers on uninhabitable worlds versus habitable worlds
With this update, uninhabitable worlds no longer have planet modifiers with bonuses (precursor modifiers and event modifiers not included; but you also get the ability to terraform those specific worlds). This means new modifiers for uninhabitable worlds!



Patch notes:
• Slightly reduced precursor modifier spawn chance
• Precursor modifiers no longer spawn on molten worlds (I want to do some more unique things with that in the future)
• Precursor modifiers have a new exciting icon
• Precursor planet shield modifier once again spawns with the shield graphic turned on. It wasn't that obvious you got a decision to turn it on.
• Planets with a precursor shield will can randomly be a deadly gaia world, relic world or machine world.
• Added a generic dig site to 50% of the precursor planets (with my mod's precursor modifiers). The dig site chain is the same except for the final dig, that is unique based on which precursor modifiers are found on the planet. Rewards are exciting!
• Precursor discovery events from surveying have more unique rewards depending on the type of precursor modifiers.
• All survey discovery event science rewards were lowered to better balance the early game.
• Boal and Zroni now also get a precursor shipyard
• All precursor home systems planets have been hand crafted. Each get additional precursor planets and a STAR shipyards.
• Added a message event to tell the player when their "Reverse Engineer Minor Artifacts" cooldown is complete.
• Increased the cost of Reverse Engineer Minor Artifacts to 15, this to balance the increased minor artifacts you will find exploring. It still has a decent chance to give you powerful precursor technologies. This used to be the case as well, but now the events have been merged and the techs are no longer given complete.
• Added Archaeologist job and Archaeologist drone job that produce science research. These jobs appear from habitat archaeology infrastructure and various other deposits.
• Added Precursor Archaeologist job and Precursor Archaeologist drone job that produce a tiny amount of minor artifacts as well as science research
• Habitats build over precursor worlds will now always get a precursor archaeology infrastructure deposit which provides an archaeoligists job
• Habitat drone miner jobs now require energy instead of consumer goods as upkeep
• Added a minor artifact research center unique planet building: The "Arcane Institute". Unlocked with the technology matching the artifact action "Fund Arcane Research Institute". This building adds precursor archaeologists jobs which turn consumer goods (or energy for hives) into research and minor artifacts.
• The Xenophobe fallen empire types now have all of their habited planets shielded.
• Asteroids with the Crystaline modifiers now have a crystal asteroid model
• The time displaced planet modifier now has correct localisation and an icon when it appears as a planetary feature after terraforming.
• New City planet modifiers for galaxy generated relic and Ecumenopolis worlds
• New Barren/Frozen/Toxic/Molten planet modifiers
• New Gas giant planet modifiers
• Most modifiers on uninhabitable worlds without a bonus will switch out the modifiers for the same version with a bonus when you terraform them into a habitable world.
• A ton of new discovery events added when you first survey planets with planet modifiers
• Localisation for a lot of modifiers was updated to no longer state they give x/y/z resources to planets or habitats. This was a lot of work to keep updated and created some confusion.
• Stopped ringworld modifiers from spawning on Fallen empire Ringworlds
• Stopped Fallen empire modifiers with +district bonus from appearing on fallen empire ringworlds..
• Habitats will now get multiple new planet features based on the planet modifiers of the planet it is orbiting, or that planet its moons. Build a habitat over a gas giant with tons of moons is usually REALLY good.
• Some of the habitat planetary features (infrastructure features see line above) now provide 2-3 additional max districts.
• Several new armies were added. These can be unlocked by colonising relic worlds with specific planetary features.
• Galaxy now spawns 3 additional relic worlds with "post-apocalyptic" primitives (use your imagination a bit here).
• Added tons of new Planetary Blockers. Some have cool clearing bonuses, some are just plain cool story stuff.
• Vanilla Blocker "Dangerous Creatures" can now block other features.
• Habitable planets will on average have more blockers. This to make you invest a little bit more into new planets and to help with narrative creation. With the new blockers this mod added it also creates more unique worlds.
• l-cluster planets now get planet modifiers
• Rubricator planet should now spawn with modifiers too.
• Displaced planet anomaly will no longer trigger on precursor or wondrous worlds
• Megacorps can now sell the 'mining rights" or "research rights" when discovering minor things in space
• Gave "sell artifact to collector" a 360 day cooldown so you can no longer spam it. This was necessary to prevent the increase of minor artifacts from becoming too powerful.
• Corporate empires and machine empires now have an option to pay energy instead of influence for discovery expeditions
• Options for discovery expeditions will now always be shown
• Planet modifier related colony events will not only trigger up to once per empire rather than once per planet
• Forest fire and planet wide forest fire events have returned. RIP districts and pops and features. (max once per empire)
• The living planet terraform reward has been reduced, it should now only give one terraform tech (75% progress) rather than all 3 along side the scientist
• Improved the special bonus standard terraformed planets get:
○ World Engineering: +1 to all districts
○ Shaped Engineering +2 to all districts (requires having World Shaper AP)
○ Mastery Engineering +2 to all districts (requires having Mastery of Nature AP)
○ Shaped Mastery Engineering: +4 to all districts (requires both Mastery of Natur

Aktualizace: 17. bře. 2020 v 13.52

• Improved the special bonus standard terraformed planets get:
○ World Engineering: +1 to all districts
○ Shaped Engineering +2 to all districts (requires having World Shaper AP)
○ Mastery Engineering +2 to all districts (requires having Mastery of Nature AP)
○ Shaped Mastery Engineering: +4 to all districts (requires both Mastery of Nature and World Shaper AP)
• Improved the special bonus habitats get:
○ Habitat Engineering: +1 to all districts
○ Voidborn: Expansion +2 to all districts (requires having voidborn AP)
○ Habitat Mastery Engineering +2 to all districts (requires having Master Builders AP)
○ Habitat Void Mastery Engineering: +4 to all districts (requires both Voidborn and Master Builders AP)
• Improved the special bonus ringworlds get:
○ Ringworld Void Engineering: -10% district cost (requires having Voidborn)
○ Ringworld Mastery Engineering -20% pop amenities use (requires having Master Builders AP)
○ Ringworld Void Mastery Engineering: -15% district cost and -25% pop amenities use (requires both Galactic Wonders and Master Builders AP)
• Replaced ocean ridges planet modifier with giant ocean snakes modifier
• Changec ocean planet modifier to drowning ocean currents and spiced up its description a bit.
• Arcane Decyphering vanilla cooldown has been increased from 2 years to 5 years. With the increase of minor artifacts you can find and the additional powerful rewards it needed a balance pass. It's still very much good to do!
• Bernards star now always has the precursor star filter better matching the IRL weirdness observations of the star

Aktualizace: 14. bře. 2020 v 13.43

Aktualizace: 3. lis. 2019 v 0.26

Fixed Lithoids not being able to pick the starting civics deathworld, fallen empire lost colony and precursor start

Aktualizace: 27. říj. 2019 v 0.39

Initial Upload

Aktualizace: 17. říj. 2019 v 22.53

Initial Upload

Aktualizace: 13. čvc. 2019 v 0.23

- fixed bug where the options menu for components (if you have ship components mod enabled) would direct to the options for weapons. This should now properly show the options to disable non-weapon components
- fixed planetary decision asking for both types of unstable tectonics modifiers (dont ask). Should now always work if you have either.

Aktualizace: 10. čvc. 2019 v 12.43

- fixed missing upkeep modifiers for jobs.