Stellaris

Stellaris

Guilli's Planet Modifiers and Features
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Pembaruan: 12 Mei 2018 @ 3:30am

Lowered the spawn chance of Tiyanki feeding grounds modifier which will result in less tiyanki creatures roaming around. It was a bit much

Pembaruan: 11 Mei 2018 @ 1:07pm

Temporarily disabled error log fix duo to weird habitibility bug with modded planets.

Pembaruan: 11 Mei 2018 @ 11:43am

Changelog:

NEW:
  • Added 8 new modifiers; 4 metallic rings and 4 ice rings including new planet ring graphics.
  • The new planetary rings have a chance to spawn space resources. These mining spots, will change name depending on surveyed status or if they have a minign station on them (Resource Extraction Sites).
  • Some new planetary rings are used by the local Tiyanki space creatures.
  • Significantly expanded the debug console commands for the mod. See the debug discussion section on the steam page.

CHANGES:
  • Added a spawn chance modifier on gas giants so they have a slightly higher chance to get a planet modifier.
  • (Awakened/) Fallen Empires that colonize or gain planets trough conquests will improve them with their supperior technology after 2 years. (Remove bad modifiers and spawn a random unique fallen empire modifier).
  • Slightly reduced precursor modifier spawn chance.
  • The number and spawn chance of teraforming, ringworld and habitat modifiers is now also dependant of the choice you picked during the start of the game (singleplayer only, multiplayer will use the recommended settings).
  • Plasmoid life on stars is a bit rarer.
  • Caverns no longer appear on molten worlds.
  • Extremophiles will look for more extreme planets.
  • Toxic gas will no longer spawn on gaia or gaia like planets.
  • Precursor civic start will no longer start with the planetary shields but can randomly get them. Also improved what modifiers you get. You will no longer start with modifiers like colony development speed.
  • Can no longer pick machine assimilators and machine servitor civics along with the precursor and fallen empire lost colony start civics. This because they end up missing their secondary species.
  • Improved the Fallen Empire colony start civic modifiers. Remove the chance of getting modifiers that your starting world has no use for.
  • You can now pick the "Charismatic" Trait alongside the Fallen Empire Colony Start civic's trait "Respected Beginnings"
  • Improved what modifiers can spawn on Planetary Diversity Mod's Eucomopolis world
  • Improved terraform compatibility with Planetary Diversit Mod, no more double entries and you can finally terraform hothouses if they have a terraform candidate or valuable world modifier.
  • Further improved compatibility with Planetary Diversity
  • Further improved compatibility with Real Space
  • Further improved compatibility with Hypothetical Stars
  • Further improved compatibility with More Star Classes
  • Further improved compatibility with Star Trek: New Horizons
  • Further improved compatibility with Star Trek: New Worlds
  • Precursor Planetary Shields have improved graphics.
  • Precursor Shipyards now have a unique model.
  • Fallen Empire Planetary Shields have improved graphics.
  • Precursor/Fallen Empire shield graphics and precursor shipyard graphics are now scaled if the planet is a moon.

FIXES:
  • Fixed several missing localisations.
  • Added missing tileblocker localisations.
  • Growth events will no longer happen on ringworlds or other artificial worlds.
  • fixed some cases where the terraforming candidate modifier wasnt getting removed after terraforming.
  • ringworlds that get destroyed with a planetcracker will now correctly remove all modifiers.
  • ringworlds that get destroyed with a planetcracker will now be able to get new modifiers upon rebuilding.
  • Planet cracking a world with shields will now correctly remove the planet shield graphics as well.
  • Fixed bug where a world turned to a tomb world by the unbidden would have a terraforming candidate modifier.
  • Made improvements to the error log spam. Should now see less error log messages (these arent actual errors).

Pembaruan: 22 Apr 2018 @ 2:25pm

- Removed the 1 resource space deposits. Too many were spawning to justify them being there.
- Slightly nerfed the resources from the advanced buildings given with precursor and fallen empire civic starts. (7 -> 5)
- Fixed an issue with living world weapon loadout.

Pembaruan: 22 Apr 2018 @ 3:07am

- Empires will once again share survey data. This to avoid problems with the claims system (and various other reasons).
- Removed the script that wipes deposits from ringworlds for the time being.

Pembaruan: 21 Apr 2018 @ 1:10pm

Fixed bug with machine empires and precursor starting where the machine pops were accidentally killed off too.

Pembaruan: 21 Apr 2018 @ 11:44am

Fixed issue where machine empires couldnt start with the precursor start civic.

Pembaruan: 21 Apr 2018 @ 10:11am

- Removed station cost increases duo to incompatibility with tradition mods. Oops!
- Fixed Fallen Empire Lost Colony start starting with only 1 pop
- Updated Fallen Empire Lost Colony start civic description to correctly reflect that you start with 4 advanced buildings insteado of 3 damaged ancient ones.

Pembaruan: 21 Apr 2018 @ 6:58am

Changelog:

NEW:
  • Added Oasis,Floating Island and Cryo-Stasis Tubes tileblockers
  • Awakened Fallen Empires will now greatly enhance their new colonies, or conquered worlds.
  • Added 3 Apocalypse DLC starting civics: Death world Start, Fallen Empire Lost Colony Start and Awaked precursor Start
  • Added in Required API file for CGM mod.

CHANGES:
  • Increased machine world modifier spawn chance.
  • Vastly improved compatibility with the newer planets from Planetary Diversity Mod
  • Vastly improved the tileblocker spawning algorithme
  • Added a 2 unity orbit deposit to precursor planets to signify their importance.
  • Fish event now has an energy option for when your food stocks are full, also increased the amount of food reward slightly.
  • The living world has had its shields removed and health lowered a bit to be earlier game. Rebalanced the deposits on the gaia world that spawns as well. It should now also spawn with a new loadout instead of the extra dimensional effects. Also Nerfed the gaia world that spawns slightly.
  • The living world system was also randomized and improved.
  • Forest planet modifiers shouldn't spawn on desert worlds anymore.
  • Added some modifiers on both life seeded and post-apocalypse civic starts
  • Alien eggs modifier should no longer spawn on toxic worlds
  • Greatly improved precursor event chain compatibility. Now ALL precursor event chains have extra rewards: Broken precursor homeworlds have a precursor shipyards and higher science deposits. Unbroken homeworlds can be terraformed into habitable planets and have a precursor shipyards and two other precursor planet modifiers. Unbroken homeworlds have had their research deposits exchanged for a 2 unity deposit. Cybrex gets special precursor modifiers upon rebuilding the ringworld. Cybrex star is also kinda special.
  • Tweaked precursor modifier spawn algorithm a bit; they will appear a bit more on habitable planets and less on uninhabitable planets. They also have a slightly higher chance to have double or even tripple precursor modifiers
  • Improved Planetary Shield Graphics a bit for precursor shields and fallen empire shields.

FIXES:
  • Added missing modifier icons.
  • Fixed bug where time lost anomaly could spawn on asteroids.
  • Planets should now always have at least one empty tile.
  • Fixed a bunch of small localisation errors.
  • Mushroom event and similiar growth events should no longer happen on worlds without empty tiles.
  • Fixed Arachnaphobia description; moved the mention of buildable armies to the bottom.
  • Fixed tileblocker localisation icon being too squashed against the name

Pembaruan: 2 Apr 2018 @ 11:59am

  • Added an event that spawns a gaia world when you defeat the living world. Note: in already existing save games the graphics of this space monster planet are not correctly removed. This duo to my grand incompetence in forgetting to add a code-flag.
  • Anomalies from this mod will only appear once per empire.
  • Constructed ringworlds have had their modifier spawn chance increased
  • The Vultaum Homeworld from the Vultaum Star Assembly precursor event chain has had it's planet bonuses increased a lot and will spawn with a guaranteed precursor shipyard modifier. This because a broken planet cannot be terraformed. It will also no longer spawn with a terraforming modifier.