Stellaris
Synth Collective
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Mis à jour le : 11 juil. 2020 à 8h53

Mis à jour le : 11 juil. 2020 à 8h29

Added a prescripted synth void-dweller startup with a unique starting star system. Kind of unbalanced yet. Mostly as a proof of concept.

Mis à jour le : 11 juil. 2020 à 5h30

And I finally got around to (heavily) updating it for 2.7.2, including handling origins like ring worlds, habitats, and machine worlds, so it generates the correct districts for those, balanced for the fact that your pops recharge with energy from the socket instead of food.

Added a bunch of hybrid starting empires, which are different from the ones you get from origins.

Added an own Amon-Ra ringworld system initializer for my custom ringworld starting empires. (Which you really shouldn't use for anything else.) Planet names are Egyptian deities, asteroids and moons are notable ancient Egyptian people like pharaohs and such.

Technically it can even handle starting on a real ecumenopolis, but I'm not including that start because it's REALLY hard. You can edit it in your custom empire files, though.

DO NOT make a gestalt consciousness robot empire with the synth trait.

Mis à jour le : 23 avr. 2019 à 6h52

finally got around to converting it to 2.2...

Mis à jour le : 19 oct. 2017 à 9h10

Assimilation is now handled through the species window, Paradox-style.

Mis à jour le : 14 oct. 2017 à 9h18

Now older save games should start allowing you to build your own species even if you play a biological synth.

Mis à jour le : 14 oct. 2017 à 9h06

Now it's possible to just build your own species, instead of placing a Synthetic and watching it instantly convert into one of yours.

Mis à jour le : 12 oct. 2017 à 23h55

Initial Upload

Mis à jour le : 11 oct. 2017 à 17h38

Initial Upload

Mis à jour le : 11 oct. 2017 à 16h04

Initial Upload