Stellaris

Stellaris

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AVCR - Test Branch
   
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5.409 MB
2024 年 12 月 27 日 下午 4:21
10 月 25 日 上午 7:08
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AVCR - Test Branch

描述
Test Branch for AVCR.

This is a test branch. Things may or may not be working correctly. Updates may happen randomly. You have been warned!

Vanilla Overwrites are now present! Needed to fix NPCs not using the new tech.
This will, undoubtedly, cause issues with quite a few mods. I'm looking for workarounds, but component_templates are a First Come, First Served type of file and Vanilla comes first. Have to overwrite the entire file to make changes. Other modders will have to make patches. Hopefully my formatting helps them read my code!


Things done:
-Overhauled component templates to current standards: changed ship_size and ship_type limiting to potential checks.
-Overwrites to Vanilla component files to allow NPCs to use new items. Bonus, similar items stack and reduce clutter.
-Updated Reactor Boosters to be a percent based bonus, as vanilla versions are.
-Corrected computer limiting arguments. No more questions about Gestalt Empires banning AI!
-Added Starbase computers to gestalt empires.
-Corrected vanilla issue with Torpedo computer upgrades: Torpedo Basic was set to upgrade to Swarm Advanced.
-Corrected Technology weights and modifiers.
-Added overwrites to allow upgrade chains for Space Fauna additions. Bonus, similar items stack and reduce clutter.
-Updated inline_scripts to correct costs for Space Fauna components. No more Minerals for Amoebas!
-Corrected Space Fauna computer ai_tags to follow Vanilla.
-Added non-psi shields to has_non_psionic_shields check. No more keeping shields while cloaked!
-Corrected Psi tech to allow Precog and Psi Jump Drives to populate in research options.
-Reverted FTL changes for balance reasons. Science/Construction/NPC ships will be stuck with Hyperdrives and non-Psi shields.
-Moved FTL Drives, Thrusters, Computers, and Reactors into vanilla overwrite files to organize component selections. Need to have the overwrites to fix upgrade paths, so a moot issue at this point.
-Updated Thrusters and Reactors upgrade paths to end at Dark Matter 2. Will have to manually select Dark Matter 1 if desired.
-Removed (now) superfluous FTL Drives, Thrusters, Computers, Reactors, Shields, and inline_script AVC files.
-Moved Shields into vanilla overwrite files to correct Technology Card syntax.
-Corrected Technology cards to show what it unlocks. No more guessing what you get!
-Finished localization file text for Space Fauna.
-Replaced vanilla Space Fauna Psi and Jump Drive T1 and Hyper Drive T3 icons with roman numeral ones.
-Added Bioship Carapaces (Armor).
-Replaced vanilla Dragon Carapace icon.
-Updated Bioship Carapace upgrade paths. Normal are all in one line, while Dragon Armor is another.
- Added Bioship Musculature (Shields).
-Overwrote vanilla Bioship Musculature upgrade paths. Will end at AVC T10. Dark Matter and Psi options will need to be selected manually, but updated from "T1" on up.
-Added icon replacement for Dark Matter and Psi Musculature items, adding Roman Numerals to follow progression paths for their lines.
-Added Bioship Metabolism (Reactors).
-Moved Bioship Metabolism (Reactors) into 00_biogenesis_utilities.txt to organize component selection.
-Overwrote vanilla Bioship Metabolism upgrade paths. Will end at Dark matter T2 from normal paths, and will need to select Dark Matter T1 if usage is desired.
-Added icon replacement for Dark Matter Metabolism items, adding Roman Numerals to follow progression paths for it's line.
-Added FTL and Sensory Organs.
-Overwrote FTL and Sensory Organ vanilla upgrade paths. Will follow the AVC mechanical upgrade paths.
-Added icon replacements for vanilla Jump Organ and Psionic Jump Organ components and techs, adding Roman Numerals to follow progression paths for their lines.
-Added Motor Organs (Thrusters).
-Overwrote Motor Organ vanilla upgrade paths. Will follow the AVC mechanical upgrade paths.
-Added replacement for vanilla Dark Matter Motor Organ component and tech, adding Roman Numerals to follow progression path for it's line.
-Fixed vanilla oversight allowing Bioships to retain full shields with Psi Cloaking module, while using non-psi shields. Additionally, added AVC Bioship shields to the check.
-Added Bioship Neural Implants and Combat Instincts (Computers).
-Overwrote Neural Implants and Combat Instincts vanilla upgrade paths. Will follow the AVC mechanical upgrade paths.
-Added Torepedo T1 requirement for Space Fauna Neurochips (Torpedo); shouldn't show the computers if you haven't unlocked Torpedos but have AVC computer techs.
-Cleaned up incorrect keys for Dark Matter 2 thrusters.
-Corrected some key issues for Precog computers.
-Massively overhauled the Localization file. Hopefully, it'll be easier to read and quicker to translate... outside of syntax changes.
-Corrected Space Fauna Thruster T8 to upgrade to Dark Matter 2.


Everything has been added. Test away and let me know of any issues!
The Suppressor/Support Neural Implants and Combat Instincts may need a small bump up. Need some testing on them.

Things to do:
-[Perpetually In Progress] Formating and cleaning up files. So messy, much bad.
23 条留言
Hellshiver  [作者] 10 月 23 日 下午 12:41 
Corrected some Precog computer key issues for Space Fauna.

Also, overhauled the Localization file. SHOULD make it easier to read and quicker to make translations of.... outside of language syntax changes. Let me know if something is off, text wise!
Hellshiver  [作者] 10 月 22 日 下午 10:41 
Everything has been added.

Please test the The Suppressor/Support Neural Implants and Combat Instincts: they may need a small bump up from where they are currently.
Hellshiver  [作者] 10 月 22 日 下午 10:21 
Not the original Sam_, but I'm one of a few maintaining the mods in their absence.

Yeah, icons are the bane of my modding existence as well. I don't mind if you use them, but I only have say over the icons for Space Fauna and Bioships. The others were made by Sam_, and I'd rather not speak for them in that regard.
strange botkiller queerfur 10 月 22 日 下午 7:08 
Oh word?

Wait, YOU'RE the actual dev? Holy baller. May I use some icons from the "current" (not this) branch just so that I have a baseplate for some icons? Base Stellaris icons, uh, don't go well with kitbashing, often I oughta remove the numerics and they're in the way of alot.
Hellshiver  [作者] 10 月 22 日 下午 3:46 
Some key errors in Bioship Dark Matter 2 thrusters. I see them, already fixed on my end for next update push. Would push now, but in the middle of doing the computers.
Hellshiver  [作者] 10 月 18 日 上午 1:07 
Bug/Lack of Translation in Sensor T5 for Bioships. I see it, will get to it when I do the sensors.
Hellshiver  [作者] 10 月 17 日 下午 8:28 
Added Bioship Carapace (Armor). Test away, and let me know if it's working right!
Hellshiver  [作者] 10 月 15 日 下午 10:21 
Though, thinking on it, it would also force NPC empires to follow the same path. Might have to let the Science/Construction ships be SOL to preserve balance.
Hellshiver  [作者] 10 月 15 日 下午 10:06 
I mostly agree, but there are some use cases I've run into doing test runs.

Cloaking feature added in First Contact. You lose all shield points when you cloak, unless you have Psi Shields. Not a BIG deal, but a thing that happens and may be noticed by some.

Jump drive usage to get around closed border areas. Doesn't happen often, but kind of useful to have the option.
xray163 10 月 15 日 下午 9:55 
I've never really needed to worry about the science ships. usually by the time you are getting the higher tier armor/shields/drives/reactors your science ships are usually chilling in a single system or two because you've searched everywhere nearby and usually just camp points of interest like archaeological sites.
granted i don't have all the DLCs so maybe one of them added an additional use for late game science or construction ships that i don't know about. the only use case i can see is during the endgame crisis where you are trying to analyze the crisis ships for additional tech and your science ship gets ambushed. (e.g Prethoryn wave 2 spawns on top of the ship)