Stellaris
Guilli's Planet Modifiers and Features
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Actualización: 21 SEP 2017 a las 22:44

Fixed issue with machine world terraforming now showing up for those with the DLC

Actualización: 21 SEP 2017 a las 13:05

Lowed asteroid modifiers spawn chance a bit
Fixed localisation with an event showing the wrong energy reward
Set a max colony age limit on one of the colony events as the text indicates it happens shortly after colonizing.

Actualización: 21 SEP 2017 a las 7:10

Lowered some rare modifiers spawn chance that come with a valuable world modifier to prevent large galaxies from having too many terraformable worlds.

Actualización: 21 SEP 2017 a las 6:39

Changelog:

NEW:
  • Updated to 1.8 version of the game.
  • 40 new mini colony events for a lot of planet modifiers.
  • 5 new Fallen Empire planet modifiers to be found on their worlds.
  • 11 new Machine Wold modifiers with a vibrant orange border colour. These can show up on computer/machine worlds.
  • Wondrous worlds: 18 new Planet Wonders and Natural Wonders. Rare planet unique tile blockers with powerful adjacency bonuses.
  • New ways of noticing planets: After surveying a wondrous world or a world with precursor modifiers they'll get a coloured name and a unique planet icon.
  • Valuable world modifier; this modifier shows up next to precursor modifiers or special/cool modifiers.
  • Planets with the precursor shipyards modifier now have shipyards orbiting the planet as a visual effect.
  • Planets with the precursor shield modifier now have a planetary shield graphic as a visual effect after colonizing.
  • Precursor Energy Grid and Precursor Remnants worlds have custom vanilla planet graphics.
  • The homeworlds that spawn as a result of the precursor event chains now can have several precursor modifiers!
  • Crisis interactions!
  • --> Swarm: planets that get infested will lose most modifiers and roll new fitting ones.
  • --> Unbidden + swarm: when they/you cleanse a world the planet now has a chance to become a frozen, molten or nuked planet as well as the default barren ones. These planets will get a special modifier allowing you to still terraform them back!
  • Added build-in compatibility for the mod: Star Trek New Horizons.
  • Added build-in compatibility for the mod: Star Trek New Worlds
  • Added build-in compatibility for the mod: Real Space.

CHANGES:
  • 3 or more modifiers will be a bit rarer now.
  • Large modifier bonus balance pass; most happiness and research values have been lowered a lot.
  • Greatly expanded the available modifiers for terraforming and building ringworlds. Both have a bigger list of modifiers to choose from so the worlds/ringworlds end up more varied.
  • Precursor modifiers now show up on barren, cold, frozen, toxic and molten worlds again.
  • Discovering precursor modifiers now have extra rewards associated with the discovery.
  • Overall precursor modifiers are a little rarer now
  • The above worlds with precursor modifiers also get a "valuable world" modifier; this allows these worlds to be terraformed!
  • Rewrote most of the planet modifier spawn code so it is easier to add new planets from other mods.
  • Massive update of the localisation (text) to be more grammatically correct. Also expanded a lot of the localisation to be much more flavourful. Special thanks to Heather H. for proofreading all the English localisation and providing corrections and improvements!
  • Discovery event buttons localisation rewritten a bit to be more varied.
  • Fallen Empire modifiers should be more common on their worlds. Those worlds are truly utopian!
  • Fallen Empire modifiers icons now have a pink/purple border colour to separate them from the rest of the galaxy.
  • Fallen Empire Shield modifier has different coloured shield graphics now.
  • Ringworlds engineers no longer throw around seeds randomly causing forest tile blockers to appear.
  • Precursor Energy Grid has a new more fitting icon.
  • Precursor Planetary Shields has a new more fitting icon.
  • Precursor Planetary Defence Grid has a new more fitting icon.
  • Precursor Shipyards has a new more fitting icon and event picture.
  • Tile blockers that come with modifiers (temple, precursor shield, etc) will now always have 4 tiles next to them so you can make full use of the adjacency effects.
  • Following tile blockers have had their cost and/or clearing time reduced: ship graveyard, planetwide forest, dense forests, mushroom forests
  • Mastery of Nature overwrite adjusted to follow the new base game cost reduction value (-50% instead of -100%)
  • Precursor Singularity drive now provides a 25% robot resource bonus and a 100% robot build speed bonus.

FIXES:
  • Fixed some inconsistency when spawning opposite modifiers on the same planet.
  • Fixed issue with Fallen Empire Planet Modifier Script, now colonies in other solar systems under Fallen Empire control will get unique modifiers.
  • Added debugging event scripts to play around with on user request. Check the debug discussion on the mod page on steam how to use.
  • Overwriting some specific vanilla events to interact with the mod. Specifically events that change planets or interact with tile blockers.

Actualización: 11 MAY 2017 a las 0:53

Changelog:

NEW:
  • Updated to 1.6 version of the game
  • Spanish localisation thanks to Alguerath
  • Precursor shipyards now show 1-4 shipyards models above the planet in the solar system. These are just cosmetic.
  • added support for More Star Classes mod!

CHANGES:
  • Changed terraforming modifier script, now modifiers will reroll on the moment a planet is terraformed instead of a month later. Terraformed planets will also reroll if they're terraformed again.
  • Precursor bunkers and mechs modifiers now provide a small planet fortification bonus (25%).
  • Precursor planetary defense gun modifier fortification bonused increased to 75% (up from 50%)
  • Precursor modifiers will now only show up on habitable planets. Tomb worlds have a much higher chance of having a precursor modifier.
  • Arachnaphobia modifier changed to red border and now has a -15% habitibility malus and -5% happiness malus

FIXES:
  • Fixed a bug that was preventing precursor bunker modifier and precursor mech modifier from showing up on planets.
  • Tons of localisation fixes.
  • You should no longer be able to build more spider armies than intnded (5). (this is still broken, it's limited to 10 but should allow you to build new ones up to 10)

Actualización: 21 ABR 2017 a las 9:07

Forgot some localisation. Oops. Fixed now.

Actualización: 21 ABR 2017 a las 9:00

Changelog:

NEW:
  • 33 new mini-discovery events: you'll get a small event window when your science ship discovers a world with a special modifier for the first time. They give a small reward of resources depending what you discover.
  • "Hot Core" 3 stage discovery event. Everytime you discover a world with a "very hot core" modifier you discover a small terraforming speed bonus. This stacks 3 times. The bonus can be found in your empire modifier list and will show at what stage you are of the discovery. ("Terraform discovery bonus 2/3" for example)

CHANGES:
  • Very hot core modifier spawn chance has been reduced a little bit.
  • Precursor modifiers spawn chance reduced by 66% for all uninhabitable worlds(frozen, toxic, etc).
  • Precursor modifiers spawn chance increased by 50% for habitable worlds. (seems like a lot but it isnt duo to above global reduction)

FIXES:
  • terraforming and ringworld repair should no longer replace pops and buildings when they roll a forest modifier (spawns some forest blockers).
  • Fixed unique tile blockers re-spawning after terraforming. They'll spawn on a random tile though. Can't be helped for now. Will improve before patch 1.6 when terraforming of already colonized worlds is possible.
  • Few grammar/spelling localisation fixes
  • Fixed ringworld xeno zoo description

Actualización: 17 ABR 2017 a las 0:52

Atempted fix for modifier border bug

Actualización: 16 ABR 2017 a las 15:32

Initial Upload

Actualización: 16 ABR 2017 a las 12:40

Updated the modifier border file with more borders for the Civilian Trade mod so our mod file syncs up. This to avoid border frames from breaking in my mod as his would overwrite it.