Stellaris
Guilli's Planet Modifiers and Features
กำลังแสดง 141-150 จาก 218 รายการ
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อัปเดต: 14 ก.ค. 2018 @ 12: 38am

Fixed a bug where some megastructures form the gigastructure mod werent removing planetary rings.

อัปเดต: 2 ก.ค. 2018 @ 12: 14am

CHANGES:
  • slightly tweaked planetary ring graphics to be slightly more transparant, this should improve the overall feel of them ingame
  • deathworld civic start no longer removed capital modifier for compatibility reasons
  • some script improvements to try and stop planets from being full with tileblockers

FIXES:
  • fixed real space max compatibility height of rings and other ambient objects
  • fixed a few minor bugs

อัปเดต: 17 มิ.ย. 2018 @ 10: 36pm

FIXES:
  • fixed anomalies spawning in ring resource sites
  • fixed realspace compatibility: shields, shipyards and planet rings should now have the correct height again.

อัปเดต: 7 มิ.ย. 2018 @ 5: 01am

Updated inter-mod compatibility files.

อัปเดต: 29 พ.ค. 2018 @ 7: 49am

Fixed issue where planet ring resource sites were getting the wrong type of anomalies

อัปเดต: 27 พ.ค. 2018 @ 9: 45pm

Fixed precursor modifiers appearing on the new ice and crystal asteroids. This shouldn't happen damnit :<

อัปเดต: 27 พ.ค. 2018 @ 3: 16am

Changelog:

NEW:

CHANGES:
  • Added a balancing script to improve galactic mineral and energy deposit spawn balance. The total minerals and energy availible in the galaxy for space stations should be much closer to vanilla now.
  • Made planetary rings slightly more common
  • Added updated CGM API's
  • Mushroom growth event now has a 50% chance to spawn a mushroom tile blocker (was 100%) on every empty tile.
  • Can no longer combine precursor starting civic and fallen empire lost colony starting civic with mechanists civic (for the time being). This to prevent starting with no pops and only robots.
  • Fallen empire colony start will no longer change your homeworld to a random planet class. This because it caused your species to get the wrong planet habitibility class when gene modding.

FIXES:
  • fixed bug where already surveyed precursor worlds by ai would not yield an artifact research followup event for the player
  • fixed bug with ringworlds not getting planet modifiers
  • fixed bug where ringworld construction didnt remove planetary rings from space
  • some additional fixes for planets that are full of tileblockers. This shouldnt ever happen.
  • fixed armageddon bombing tomb world planets. They should now have most planet modifiers removed and roll tomb world matching planet modifiers
  • fixed cases where planetary diversity city/methane/ammonia starts didnt have planet modifiers when combined with deathworld start
  • fixed dark matter and neutronium anomaly events. No longer give a dark matter or neutronium deposit, instead it just gives some tech progression towards using it. The anomaly will now also only appear on black holes / pulsars with dark matter or neutronium deposits.
  • added the < event gpm_debug.15000 > console command to fix passive gaia guardian in save games. Select the guardian, open the console and type event gpm_debug.15000 (while keeping the gaia guardian selected). That should activate him and make him hostile and attackable again.

อัปเดต: 24 พ.ค. 2018 @ 5: 20am

FIXES:
  • fixed mod guardian being disabled on spawn (vanilla event to wake guardians up was changed so it didnt work anymore)
  • fixed issue with terraforming certain grey looking worlds

อัปเดต: 22 พ.ค. 2018 @ 6: 46am

Changelog:

NEW:
  • Updated to version 2.1 of the game.

CHANGES:
  • When first discovering precursor modifiers, you now get a event to go dig for precursor artifacts for the event chain. (once you know which precursor race).
  • The resonant twins pulsar modifier is temporarily disabled so I can better integrate it into binary systems in the future.

FIXES:
  • fixed bug with edict to clear some negative planet modifiers if you have the mastery of nature ascension perk.

อัปเดต: 15 พ.ค. 2018 @ 9: 17am

Added missing debug code for valuable world modifier