Stellaris
Guilli's Planet Modifiers and Features
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Actualización: 12 MAY 2022 a las 10:07 p. m.

Patched:
--- Added a galaxy wide check on spawning precursor Archaeopolis worlds based on chosen galaxy size and added hard limits.
They will now also never spawn within 2 jumps or less of a capital world, or within 5 jumps or less of eachother. Current hard caps are:
Tiny galaxy: max 2 Archaeopolis Worlds
Small galaxy: max 3 Archaeopolis Worlds
Medium galaxy: max 4 Archaeopolis Worlds
Large galaxy: max 5 Archaeopolis Worlds
Huge galaxy or larger: max 6 Archaeopolis Worlds

--- Reduces the sensor range of the precursor event ship
--- Slightly lowered chance of Resource Sites spawning in planetary rings

Actualización: 12 MAY 2022 a las 12:08 p. m.

Small change;
- Ruined Station 'megastructure' now has 10 energy upkeep and research bonus reduced to +30/30/30

Actualización: 12 MAY 2022 a las 9:07 a. m.

3.4 ish update notes
Also checkout my new mini mod: "Guilli's Exploration And Expansion Tweaks"!
This mod slows down early game FTL and exploration while also adding early to mid game techs to speed it back up. This really helps make you feel like your empire progresses and grows over time! Works exceptionally well with Guilli's Planet Modifiers and Features mod!
https://sp.zhabite.com/sharedfiles/filedetails/?id=2802824108


· Galaxy Generation & Exploration
· Lowered the spawn chance of modifiers on non-habitable worlds at game start. Reason: too many were spawning resulting in most discovery events being very front-loaded when starting the game. This also opens up some design space for later.
· Increased the chance for precursor dig sites to appear
· Changed the planet rings spawning system to be more reliable and tweakable
· Planet rings now spawn a bit more frequently but never in player home systems
· Planet rings have higher chance of having mining sites
· Planet ring mining sites can now spawn with mining drone defenders
· Precursor modifiers are a bit rarer
· A new type of world be found: Ancient Archaeopolis
· Number of precursor terraformable worlds, precursor tomb worlds, precursor relic worlds and Ancient Archaeopolis worlds are now also scaled based on the galaxy setting for number of habitable worlds.
Meaning if you set habitability to 0.25 you'll be seeing less of those.
There is a scaling factor at play so it isn't just 25% or 500% at highest habitability setting. Currently the scaling is like this:

**Habitability Setting Range | spawn chance**
* 0.25- 0.5 = 50%
* 0.5 - 1.0 = 75%
* 1.0 - 2.0 = 100% (default)
* 2.0 - 3.0 = 110%
* 3.0 - 4.0 = 120%
* 4.0 - 5.0 = 130%

· Fallen Empire Planet Shield graphics will no longer mistakenly appear on habitats
· Slightly increased the chance of planetary rings and their mining sites
· Slightly buffed and tweaked chances for planetary ring mineral/alloy/crystals/mote deposits
· Very slightly increases spawn rate of planet modifiers on habitable worlds for low, normal and high options

· Economy Balance
· Mining, Research and Observation stations
· Mining Stations, Research Stations and Observation stations now cost 200 Minerals to Build (up from 100) and now have base 1 energy and 1 minerals upkeep. As normal with the base game: mining stations over mineral deposits do not have mineral upkeep, and mining stations of energy deposits do not have energy upkeep. Stations over stars have an extra 2 mineral upkeep.
· A game option has been added to disable the extra cost and upkeep for Mining, Research and Observation Stations
· Two new techs have been added for the early game that reduce the mining and research stations mineral cost by -50 minerals. These techs are disabled if the increased costs are disabled with the above-mentioned game option.
· Design Thoughts: With the many events and cool things that spawn in space the early game mineral and energy income ended up a bit on the high side. The extra cost to these stations will help keep the early game economy balance while not affecting mid or late game balance in any meaningful way.
· Starting system has up to 8 extra minerals except for special origin starts (like ringworld start)
· You start with an additional 150 minerals to help fund your first mining station
· Minor Artifacts production and upkeep and use updated across the mod

· AI
o Added custom economic plans for minor artifacts so the AI can make easier use of their minor artifact stockpiles. This helps the AI build things costing minor artifacts.


· "Megastrucutres"
· Added 4 "ruined mini megastructures" that can spawn. These are minor structures that you can repair and provide some resources or empire benefit. These benefits can stack.

· Relics & Dig Sites
· Codex Administratum active effect changed to faction approval and crime reduction instead of the unity bonus.
· Precursor Dig sites spawn chance slightly increased
· Precursor Relics are a little more likely to show up from dig sites
· Precursor Relic rewards will better match their precursor planet modifier

· Relic Mechanics
· Relic Casus Bellis are now unlocked after you've gathered the necessary intel
· Added new spy operation: "Investigate Mysterious Relic".
· How does it work: When an empire finds a Relic, you will get a generic message that the empire has found "something". A spy operation will be unlocked for you to find out which relic they have found. This can be repeated in case they have found multiple relics. Once the operation finishes a Casus Belli to claim the relic will be unlocked. Relic wars are still limited to neighbouring empires.
· This also unlocks the "Steal Relic" spy operation.
· Added new spy operation: "Steal Relic". Attempt a daring heist of galactic proportions to steal another empire’s relic. Be warned; if you are discovered, they will not forgive you.
· If you have enough intel on either empires, you will be notified when a relic heist has taken place and who stole from who.
· The AI can and WILL use these new operations against you. So, get your encryption up!

· Decisions:
· Dig for precursor artifacts decision influence cost changed to unity cost

· Buildings
· Prison Building from event can now be built on all non-habitat modded planets
· Precursor Research Centre no longer provides a precursor archaeologist job but instead offers 3 archaeologists jobs and has a base 1 minor artifacts production
· Planet Modifiers:
· Updated the ringworld badlands modifier
· Changed the Sunken Cities modifier bonus

· Blockers
· Blockers giving rare resource on clearing now require the rare resource mining techs to clear them
· Adjusted the cost and time of swamp/forest/ocean resource blockers. Forests are easier to clear but produce less minerals, swamps are harder and ocean resources are the hardest to clear.
· Blockers now have a correct blocker icon in front of their name

· Jobs
· Tweaked custom job weights so they are taken more frequently. Especially archaeologist jobs should now always be taken before normal researcher jobs
· Archaeologists and Precursor Archaeologists jobs research output reduced a little
· Precursor Archaeologist jobs are a lot rarer

· Script/modding
· Cleaned up variables on planets after galaxy gen. Performance Improvements are minor but every little bit helps.
· Optimised few scripts for performance

· War Goals
o Default AI weight for Claim Relic war goals lowered a little.
o AI will be less likely to use a claim relic wargoal against their overlord, or members of their federation
o AI will never use claim relic wargoal with empires they have a good or better opinion about
o Materialist Empires are more likely to use the claim relic wargoal

Bug Fixes
· General:
· Fixed bug where random systems would sometimes be explored at game start
· Fixed bug with drone spawning on planet ring sites
· Fixed too many tiyanki spawning on some ring sites
· Fixed various minor script errors (mostly to clean up the error log)
· Fixed Enigmatic Update event trait so it no longer locks your machine traits preventing you from altering them
· Fixed Precursor Obelisks modifier assembly speed bonus
· Fixed Enabling Capital Modifiers option not adding a modifier if your capital starts with a modifier from your origin choice
· Fixed issues with the gpm_habitat_events script. Various script improvements have been made to make this event more stable and not trigger on other megastructures. As a temporary result, habitat decisions are now only us

Actualización: 13 MAR 2022 a las 12:35 p. m.

Fixed bug where Nu-boal relic decision didn't appear on planets after activating the relic

Actualización: 13 MAR 2022 a las 4:19 a. m.

Fixed boal life seeded decision trigger mistake
Fixed Ringworld Decision Icons

Actualización: 12 MAR 2022 a las 5:13 a. m.

updated!

Some planet modifiers have been updated
Terraform modifiers are back
Ringworld and Habitat modifiers now have a cogwheel border showing they are "build" modifiers
Fixed a bug that prevented wondrous worlds from gaining an orange name
Buffed all mod's assault armies significantly
Trade deposit bonuses from exploration events have been reduced
Added terraform links so you can terraform nanite worlds directly into Gaia, Machine and Hive worlds

Added Planetary Diversity mod compatibility between:
* Ecumenopolis overwrite event
* Abandoned terraform equipment overwrite events
* Nu-baol life seeding decision

Machine World modifiers overhaul:
* Machine world modifiers have been updated
* Machine World modifier icon has gotten a facelift
* 25/50/75% chance to spawn a random minor machine world modifier when a world is terraformed to a machine world. % chance depends on game option nr of modifiers chosen.
* Added a Machine World planet decision costing minor artifacts to enhance the efficiency of one resource output of the machine world with an additional planet modifier. Required tech Mega Engineering


Actualización: 6 MAR 2022 a las 1:32 a. m.

Patched;
* Made some engine adjustments to the modifier spawning at galaxy start to lessen the impact to try and resolve a weird day 4 crash.
* Blood Moon and Solar Eclipse modifiers no longer appear on moons
* Improved spawn rate of precursor dig sites in precursor home systems
* Fixed bug with Boal Life Seeding decision trigger on non-artificial planets (this bug is also prevalent in base game)
* Fixed bug with Pleasure Palace special project rewards not correctly happening for non-machine empires
* Changed relic influence costs to unity costs

Relic Changes:
o Enigmatic Adviser now provides 3 envoys instead of 2 envoys
o Enigmatic Adviser Active effect now has a short duration (900 days) but boosts Diplomatic Weight by 50% instead of 20%
o Codex Administratum now gives 2 civic points instead of reducing empire size from colonies and districts
o Codex Administratum active effect now gives a 50% bonus to unity prod instead of reducing empire size from pops
o Encylopedia Galactica now reduces empire size instead of having a unity production bonus
o Zero Energy Reactor bonus changed from +2/3 rare resource production to -50% starbase and station energy upkeep cost
o Zero Energy Reactor active effect energy prod bonus doubled to +40%
o Quantum Sphere encryption and decryption bonus changed from +25% to +5 points
o Quantum Sphere active effect bonus changed from operation cost reduction to +100% hostile operation difficulty
o AI Architect active effect building speed increased from +50% to +100% and given a building cost reduction of -50%. Duration decreased to 1800 days
o Experimental weapon passive and active effects have been switched. The active effect now gives a 20% fire rate bonus but only lasts 900 days
o Experimental Weapon now has an energy cost instead of unity cost
o Fallout Emergency Replicator now has a very short cooldown (900 days)
o Power Core passive and active effect switched and now passive effect District energy upkeep reduction changed to Gathering station energy production bonus (100%)
o Power core active effect duration lowered to 1800 days
o Positronic Microchip duration shortened to 900 days
o Earthquake Engine active effect mineral bonus increased from 15000 to 20000
o Earthquake Engine passive effect now also gives +2 max non-artificial districts on planets
o Manufactorium Ship active effect rare resources bonus increased from 500 to 2000
o Self Assembly Hub active effect megastructure build speed bonus increased from 30% to 100% but energy cost doubled to 20000 energy. Duration unchanged (3600 days)
o Cloaking Device passive bonus changed from spy network daily value bonus to +30 base intel
o Cloaking Device active effect changed from ship disengagement chance to -50% spy operation difficulty. Duration lowered to 1800 days
o Soul Gem passive effect leader age bonus increased from +25 to +100
o Self Repairing Obelisk active effect starbase build speed bonuses increased to 100% (up from 75%)

Actualización: 28 FEB 2022 a las 2:01 p. m.

* Applied potential fix for crashing on day 4 (thanks to MrRoAdd from discord)
* Fixed various localisation bugs
* Fixed some minor script bugs
* Arcane Deciphering artifact action has a small chance to unlock void beam, arc or desintegrator weapon techs
* Arcane Deciphering artifact action rarer unlocks are more likely to happen for AI empires spicing them up and making their empires a bit more unique
* Relic war goals updated to match the galactic emperor stuff and Pax Galactica stuff
* Fixed a potential bug with relic wars where AI's were very stubborn in accepting a white peace
* Relic war goals: AI empires are quicker to accept defeat
* Ecumenopolis now correctly removes the salt flats modifier

Actualización: 26 FEB 2022 a las 1:44 a. m.

small patch;
* Fixed bug with Hive world discovery event having the same text in the followup event
* Fixed missing icon for edict fund empire modifier
* The Ruined/Restored precursor shipyards has moved slightly allowing you to build a normal Mega Shipyard connected to it

Actualización: 25 FEB 2022 a las 3:31 a. m.

Mod updated to version 3.3 of the game
• Matched tech icon name with tech lower case names so icons work on Linux systems
• Updated mod job checks, triggers, output and weights
• Updated Edicts
• Updated & fixed a few minor bugs with mod Technology weights
• Updated planetary, habitat and ringword costs to match the new unity system
• Updated unity rewards for some events
• Terraformed planets will no longer get sandstorms or sand tornado modifiers