Stellaris
Guilli's Planet Modifiers and Features
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Actualización: 15 ENE 2019 a las 6:11 a. m.

- Added glavius AI support code (thanks to glavious!). Glavius AI will take my planet modifiers into consideration on how it specialises planets.
- Arcane Technology has been renamed to Precursor Archeotech (save game compatible, dont worry!)
- Precursor mech armies now cost a small amount of Precursor Archeotech resources
- Clearing Cybrex ringworld blockers now cost 1200 alloys each rather than giving 200 alloys on clearing.
- Cybrex ringworld space resources have been slightly reduced
- Fixed Cybrex ring sections all being named "Habitable Section A"
- rewritten part of the spawn engine for planet modifiers; this allows me to better tweak numbers between habitable and uninhabitable planets.
- As a result of the above change; I have lowered precursor modifiers on habitable planets and increased their spawn chance on uninhabitable planets. With he addition of precursor archeotech resource this makes uninhabitable precursor planets much more attractive.
- significantly reduced nr of asteroids in the asteroid belts in the living planet system. This should help with performance (sadly new games only).
- Fixed salt flats deposit name & description
- Fixed wrong apostrophe font in some localisation
- Fixed strange bug with some deposits not giving districts.
- Fixed an issue with living planet dialogue not being able to be completed for some ethos combinations
- Added flag to terraformed worlds so they no longer lose extra vanilla features every time a new feature spawns. (oops!)
- Precursor shipyards building will now cost precursor archeotech to build and have an upkeep of 1 precursor archeotech.
- Added an event pop-up message letting you know you found precursor archeotech for the first time.
- Adjusted most planetary features districts numbers (always a buff). None give +1 anymore.
- Temporarily removed Precursor Archeotech from the market until bug is fixed with marker prices going bananas
- Gestalt empires can no longer start with the precursor starting civic until I improve it for gestalts.
- Some test fixes for gestalt empires and precursor bunker armies.
- Temporarily disabled the option to turn the custom precursor archeotech resource off.

Actualización: 29 DIC 2018 a las 9:41 a. m.

Fixed localisation bug with planetary shields
Fixed localisation issue with other language clients

Actualización: 29 DIC 2018 a las 6:15 a. m.

-Added a terraforming modifier: +2/2/2 districts (+3/3/3 on gaia worlds). This should help with losing some destricts on terraforming. This also makes terraforming worthwile!
-Temporary change to gaia terraforming: shouldn't remove most deposits now. This is a messy sollution but will wait to see how the devs fix gaia terraforming first before I overhaul that (if needed).
-Precursor Civic starting planet now has custom starting deposits and feels a lot more thematic!
-Precursor energy grid planet modifier bonus changes from +75% energy from jobs to -100% district and building energy upkeep
-Balance pass over the precursor home-systems
-Cybrex home-system has been buffed..
-The amount of precursor modifiers on precursor home-systems is now also dependand on the amound of modifiers chosen at game start.
-Slightly nerfed precursor shipyards bonuses, sorry guys! It's still good though! Ship cost from -15% to -10% ship build speedfrom -30% to -20%
-The ambient debris objects in precursor home systems should now be correctly aligned with the planets when using real space mod
-Bunch of minor bug fixes

Actualización: 27 DIC 2018 a las 12:32 a. m.

-Updated Arcane Deciphering technology description; now says what it does without showing the edicts in the tech description
-Lowered precursor mechs alloy army cost
-Fixed typo with precursor floating city rewards
-Fixed issue with precursor bunker defense armies not spawning automatically
-Changed precursor discovery empire modifier unity bonus to -edict cost
-Changed precursor shield recharge empire modifier bonus to shield hp bonus. Wasn't working well
-Lowered precursor capital complex unity bonus to 10% but increased the amenities pop upkeep reduction to 30%
-Fixed a discovery reward still giving old type deposits.

Actualización: 26 DIC 2018 a las 8:44 a. m.

-Fixed a few typos in localisation
-Reduced secret scientist research buff to 15%. Was too good with him being immortal as well!
-Lowered market value of precursor technology
-Fixed hive mind empires not being able to have precursor bunker drone armies.

Actualización: 24 DIC 2018 a las 8:49 p. m.

-Fixed ameaba sea missing bonus on planet deposit
-Fixed issue with time lost planet not getting science deposits if the planet had strategic resource deposits.
-Fixed Land Reefs planetary wonder deposit having farming districts, it should now correctly have +8 mining districts.
-Fixed discovery event rewards giving 0.0 mote/gas/crystals resource rewards.
-Fixed low amount of districts on precursor civic starts (new game only sadly)
-Fixed Protomolecule anomaly event, rare crystals no longer spawn witht the anomaly event. Only society research now.
-Fixed issue with terraforming, modifiers and the mushroom/Biolumencense/superhabitable planets from planetary diversiry. The mod/terraforming should now correctly roll modifiers on all 3.
-Lowered spawn chance of precursor shipyards modifier
-Removed some district bonuses from planet modifiers so terraforming does not mess up your worlds too much (stellaris beta 2.2.3) this may temporarilly affect savegames in 2.2.3 but I better fix this now than wait until everyone is on 2.2.3.
-Fixed inconsitent name for the living planet event

known issues:
Precursor start needs fleshing out, will do so with new deposits.
Some Ambient objects I added (space debris) scales a bit weirdly in real space. will add a rescale for real space.

Actualización: 23 DIC 2018 a las 11:51 p. m.

Fixed a bug with Arcane Research rewards from precursor survey events.

Actualización: 23 DIC 2018 a las 9:09 p. m.

NEW
  • Updated to version 2.2.2 of the game.
  • Added planetary decisions to remove some of the more harsh planet modifiers, for a price
  • Special tileblockers and mod tileblockers are now planetary features
  • Added 100+ new planetary features with unique art. Majority only spawn alongside planet modifiers Extra care was added to not unbalance planets with planetary features
  • Added Precursor Ruins planetary features
  • Added a new strategic resource: “Arcane Technology” Gathered from precursor worlds. Can be used in experimental edicts. Can be sold and bought on the market. Requires a tech to gather and unlock the edicts.
  • Added the Arcane Technology to the research income tooltip at the topbar. This is temporary until PDX fixes the topbar moddability.
  • Added a few more Fallen Empire unique planet modifiers
  • Added a few more Machine Empire unique planet modifiers
  • Added Start Menu Option to disable Arcane Technology in the mod.
  • Added vanilla standard planetary deposits overwrite. This to improve mod compatibility and terraforming compatibility

CHANGES
  • Slightly increased modifier spawn chance on habitable worlds for the recommended settings
  • Planet wonders are now planetary features
  • Special tileblockers and mod tileblockers are now planetary features
  • Decreased the chance of getting science discovery rewards
  • Buffed all science and material rewards from discoveries
  • Reduced Proto-Molecule society bonus to 6 (from 12)
  • Updated all planetary modifiers and deposit bonuses to match 2.2.3 values (+districts in some cases)
  • Habitat Planet modifiers now provide infrastructure and jobs rather than raw +resource bonuses
  • Machine Empire modifiers no longer show up as orange except for contingency unique modifiers
  • Removed any reward for Neutronium
  • Updated some of the discovery reward bonuses
  • Updated all the precursor empire modifier rewards
  • Updated the Deathworld start Civic
  • Updated the Precursor start Civic
  • Updated the Lost Fallen Empire Colony start civic
  • Removed Icon for Precursor and Wondrous worlds on planets. No more buggy sector names!
  • Vastly improved/balanced the precursor home systems
  • Precursor bunker building now add bunker army/drone jobs
  • Precursor Mech armies now cost alloys and have a higher energy upkeep
  • Arachnid armies now cost food and have a food upkeep
  • Machine Empire Arachnid armies now cost alloys and have energy upkeep
  • Removed max army limitations from spider armies
  • Removed small edit to vanilla Mastery of Nature Ascension perk tile blocker bonus -no longer needed with 2.2

LOCALISATION
  • Updated a bunch of localisation for blockers and planet modifiers to better fit the new planetary mechanics
  • Changed localisation for strange technology discovery reward. Shouldn't be confusing anymore
  • Made various fixes and improvements to localisation
  • Localisation for languages other than English are not there, if anyone wants to translate feel free.

FIXES
  • Planetary rings is now more compatible between the starting options (low,med, high nr of modifiers). Their spawn chance is no longer dependant on the setting.
  • Fixed numerous issues with terraforming and planetary features.
  • Fixed numerous bugs and problems.

Actualización: 15 NOV 2018 a las 12:45 a. m.

- Fixed issue with story options on the secret leviathan. They are now based on your ethics.

Actualización: 14 NOV 2018 a las 4:20 a. m.


Changelog:

NEW:
  • Extended options menu allowing you to disable or enable parts of the mod at game start!
  • Reworked machine empire planet modifiers: Now there are 5 Unique Contingency Planet modifiers and 19 Machine World Planet modifiers (some exclusive to specific machine empires) (New onew wont show up before 2.2 however)
  • Discovery Events now have an option to send your scientist on a second expedition for additional random rewards, costing you some influence.
  • Added a few custom planet view graphics depending on what modifier is on the planet (flat barren world shows a flatter graphic, different element toxic worlds, etc)

CHANGES:
  • The option menu should now appear in multiplayer as well (for the host) allowing the host to customize the multiplayer experience!
  • Significantly buffed secret leviathan health and armour.
  • Greatly expanded the secret leviathan's story.
  • Updated the secret leviathan's system.
  • Precursor Artifacts can now be found as part of the discovery update; you can tell your scientist to go look for an artifact at the cost of some influence on newly discovered precursor worlds.
  • Very slightly increased the chance of a planet rolling the first modifier on the recommended settings.
  • Slightly increased the chance of modifiers appearing on habitable worlds.
  • Greatly increased the chance of modifiers appearing on tomb worlds.
  • Slightly reduced the chance of precursor modifiers spawning on uninhabitable worlds.
  • Increased the chance of precursor modifiers spawning on tomb worlds.

FIXES:
  • Fixed localisation issue where precursor discovery events did not tell you they were precursor related if you didn't have a precursor chain active.
  • Fixed an issue where moons sized 13 would have a broken precursor shipyards model.
  • Fixed bug where the extinct species modifier was not removed when its planet gets destroyed.
  • Fixed bug where fallen empire ringworlds would get a shield graphics and modifier.
  • Fixed bug where some ambient objects like precursor shipyards would not spawn on some modded planets
  • Added a fix for the vanilla exofungus event, it should no longer cover every tile of the planet. In addition it should no longer overwrite special tileblockers like planet wonders.