Stellaris
Guilli's Planet Modifiers and Features
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Actualización: 14 JUN 2019 a las 2:44

- added missing planets from planetary diversity compatibility support
- ego the living planet shouldn't spawn multiple times in multiplayer anymore
- fixed Fallen empire city planets not getting unique fallen empire planet modifiers
- precursor shipyard starbase building no longer have a minor artifact cost if you dont own Ancient Relics DLC
- precursor techs found by reverse engineering minor artifacts are no longer granted completed, but instead are now offered as a research option.
- precursor edics cost reduced a bit and length increased to 20 years. Be mindful, minor artifacts do run out!
- increased the amount of minor artifacts found when discovering precursor planets

Actualización: 12 JUN 2019 a las 11:41

- Updated to version 2.3 or later of the game.
- Updated all script overwrites
- Changed earthquake event text a little to make better sense.
- Habitat infrastructure from planet modifiers now provides 6 custom jobs instead of 2
- Habitat infrastructure from planet modifiers now provides 2 extra max districts
- Dunes modifier now provides a 15% energy and 15% mineral bonus
- Added Discovery event and survey follow-up event for the precursor eternal fortress planet modifier
- Added 10 new precursor planet modifiers
- Overhauled survey events (expeditions):
--- added 66 unique technologies that can only be discovered by survey expeditions after discovering a planet modifier
--- added tons of empire modifier bonuses that can only be discovered by survey expeditions
--- removed the boring science reward. You now always get bonus science for discoveries
--- reduced the influence cost of survey expeditions
--- precursor survey expeditions are temporarily disabled until reworked using archaeology
- Fixed numerous bugs
- Fixed numerous typos
- slight tweak to the normal spawn settings; slightly reduced the chance of getting a second modifier if a first modifier rolled on a habitable planet.



Note; this is mainly a compatibility update for 2.3+
Some bonuses might not work (please let me know)
and some bonus/modifier localisation might be missing (also let me know)
There are no new archaeological sites or relics -yet- those are planned for a next update.

Actualización: 27 MAR 2019 a las 7:45

- fixed issue with 2.2.6 losing some modifier bonuses
- removed fixed planet size of 18 for the precursor civic start
- fixed gestalt empire precursor civic start missing modifiers
- fixed overwrite of abandoned terraforming event. No more toxic world!
- fixed "Pop amenities use" -> "Pop Amenities Usage"
- nerfed arachnophobia consumer goods upkeep from +50% to +25%
- fixed few capitalisation mistakes

Actualización: 24 FEB 2019 a las 2:42

- Renamed arcane edicts to archeotech edicts
- Exotic Production Edict (archeotech edict) now affects refineries too
- Fixed bug where precursor archeotech could still spawn from survey events after disabling it.
- Renamed Precursor Archeotech starting option button to "Enable/Disable precursor archeotech" to better reflect the option.
- Fixed several bugs where precursor archeotech could still spawn in precursor home systems if it was disabled in the options
- Further adjusted vanilla event to reduce the chance of +6 deposits appearing
- My battery is low and it's getting dark. :(
- Added a script change so planets that roll my planetary features are more varied. Eg; a "mineral rich" world is more likely to have more mining districts than energy/food districts. The difference is quite exciting!
- Added mining districts to the Colossal Subterranean Cavern deposit in line with the planet modifier description.
- Fixed a bug that was placing some deposits on uninhabitable worlds preventing events and other mechanics from placing space resource deposits there. (Thanks @Masqurin )
- Hive Empires can now start with the precursor starting civic and the fallen empire lost colony starting civic
- Machine Empires can now start with the precursor starting civic and the fallen empire lost colony starting civic

Actualización: 30 ENE 2019 a las 2:15

- Fixed "unusual" localisation ;)
- Fixed Cybrex ringworld habitable sections not having the correct names (alpha/beta/omega/gamma)
- Fixed cybrex ringworld habitable sections not having a precursor modifier on each. The ringworld now always has a Capital Complex, Communication Hub, Mechs, and Singularity Drive modifier.
- Added a fix for precursor shields so you can always turn them back on if they are powered down again.
- Lowered the Precursor Archeotech cost for turning the shield on
- Slightly lowered precursor modifier spawn chances for recommended and high settings
- Changed custom habitat jobs to normal job archtypes (specialists/worker or complex drone/simple drone).
- Recuced the chance of colony events happening. They should feel a bit rarer now.
- Increased the chance for machine world modifiers to spawn
- Added Resource sites to real space planetary rings
- Tweaked how my mod handles vanilla planetart deposits. Should now see less "perfect RNG" planets; meaning more district variance. Overall energy/mineral/food district numbers should be a little higher on planets.
- Fixed a weird bug where the flat molten planet picture applied to all molten worlds.
- Significantly improved planetary divirsiry and PD new worlds interaction and compatibility.
- Game will now spawn most modifiers over the first 2 days rather than 1 day. This to help with PD compatibility and to lessen the initial "freeze" after unpausing.
- Updated the starting menu

Actualización: 25 ENE 2019 a las 11:53

- Fixed some missing survey events localisation for hive minds and machine empires
- Changed mote/gas planet wonder bonuses to their raw resources rather than buildings
- Reenabled precursor acheotech market
- Updated to 2.2.3 & 2.2.4
- Fixed various small bugs that appeared with 2.2.3 update
- Updated some localisation. Mostly tooltips having the wrong deposit rewards

Actualización: 19 ENE 2019 a las 13:05

- Fixed a bug bugging out this fix that fixes the bug that was bugging out: Fixed a bug preventing primitive civilisation planets from getting planet modifiers at game start.

Actualización: 19 ENE 2019 a las 0:44

- Disabled vanilla planetary features overwrite since 2.2.3 fixes many issues I fixed :)
- Made compatible with 2.2.3 and 2.2.4
- Temporary fix to stop habitable planets only having a 7 mineral or 7 energy deposit
- Fixed issue with holy world survey reward
- Fixed issue with precursor satelite deposit survey reward
- Increased the Precursor Archeotech reward from surveys to 100 (from 25)
- The bioships survey reward will now correctly spawn over the hive planet
- Fixed a bug preventing primitive civilisation planets from getting planet modifiers at game start.

Actualización: 18 ENE 2019 a las 6:27

Fixed a bug that was preventing the gaia world from the living planet leviathan to spawn.

Actualización: 16 ENE 2019 a las 11:57

- Reenabled the option to turn Precursor Archeotech off (previously arcane technology)
- Precursor Mechs now have a Precursor Archeotech cost and upkeep, unless Precursor Archeotech is turned off
- Precursor bunkers now have a Precursor Archeotech cost, unless Precursor Archeotech is turned off
- Precursor shipyard uplink now has a Precursor Archeotech cost and upkeep, unless Precursor Archeotech is turned off.