Stellaris

Stellaris

Intelligence and Espionage (pre v3.0)
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Opdatering: 9. jan. 2019 kl. 17:38

Quickfix: Localization fixes now implemented in other languages.

Opdatering: 9. jan. 2019 kl. 17:29

Quickfix: Some localization fixes and a bug fix where espionage preparations repeat.

Opdatering: 9. jan. 2019 kl. 16:10

Update may or may not break old saves using this mod.

-You can now use the Espionage View Menu to refresh the amount of available spies you have, in case something goes wrong.
-There will now be a pop-up for when you have multiple valid empires you can prep an espionage mission on at that location.
-The restriction on spying on empires you have "good relations" with is now lifted.
-Added Paradox's dark alley picture to events with missing pictures. Fun fact: the missing pictures were intentional because I liked the missing picture aesthetic.
-Organized events in different files.
-Fixed some copy-paste oversights, which might have fixed some bugs I didn't know of.
-Removed remnant code for the unused Spy trait.

Opdatering: 6. jan. 2019 kl. 14:55

Only changed the mod thumbnail. Nothing else gameplay-related.

Opdatering: 6. jan. 2019 kl. 14:48

Small update.

-Unknown Hacker espionage mission no longer requires you to not be at war with the person you're spying on so that you actually have an option to use when you are using a science ship to spy on someone.
-Removed the Spy leader trait as it no longer has a use. Fun fact: it was used as potential trigger but is now unused.

Opdatering: 2. jan. 2019 kl. 22:53

Quickfix: Infinite pop-up messages should be fixed now.

Opdatering: 2. jan. 2019 kl. 11:16

-Localization changes now implemented in other languages as filler.
-Some other small localization changes.
-Fixed edge case where you only have 1 owned planet and get only 1 choice for some sabotage missions.
-The AI should no longer be able to sabotage other empires without having at least 2 intrigue on them.
-You will no longer get an espionage mission prompt if a valid fleet/ship is being ordered to do things (mostly) to prevent science ships unintentionally triggering the prompt.
-If an espionage mission prompt pops up, the valid fleet/ship will clear its orders and do the special project.

Opdatering: 31. dec. 2018 kl. 22:45

Quickfix on spoilers.

Opdatering: 31. dec. 2018 kl. 22:11

Counterespionage has been fixed.

Opdatering: 31. dec. 2018 kl. 20:44

HAPPY NEW YEAR! HERE'S AN OVERHAUL! (This likely screws up old saves using the previous patch's espionage system but I haven't tested that yet.)

-The Insult button localization change is now actually used so the button is now actually called "Spy on this Empire". I did it in a roundabout way but whatever works I guess...
-The Assassin espionage event should not be able to target rulers.
-Some localization bug fixes
-Sabotaging edict is now replaced with a counterespionage edict, which is basically the same thing as the previous spy check random event:

  • There is a 100 influence and 100 energy cost.
  • There is a 10-year cooldown for doing this.
  • The empire doing the spy check gets the choice event first, then everyone who was currently spying on them will get another choice event after a brief time (30-90 days).
  • Empires spying on someone doing a spy check will no longer have a pop show what their choice was but now have a time limit (60 days at minimum, 120 days at max).
  • Passing the spy check now grants you 2 months worth of energy/minerals/food/research/unity (max 500).

-Sabotaging and regular espionage events are now done by the following method for non-AI empires:
    1. You must send a valid ship/fleet with a valid leader assigned to it to orbit the primary star of any system 3 or less systems away from any espionage target's borders.2. An espionage popup will show up that will give you options for what kind of espionage event you want to trigger (based on the type of ship/fleet you use).
    • The valid ship/fleet will automatically research a new special project for the espionage mission setup.
    • You have the option to cancel the project by denying the mission or have the special project run out of time.
    Depending on the valid ship combinations used, various options are given:
  • at least 20 transport ships with a general (gives you almost all options, for now)
  • a science ship with a level 5 or higher scientist (gives you science-related options)

    NOTES:
    -There is a 10-year cooldown for doing this on the same empire (subject to change since stuff is not balanced yet).
    -Regular Espionage events cannot be triggered by non-AI players on empires you are at war with.
    -Regular Espionage events must be completed by the spy's victim in time (between 30-60 days) or else the victim will always get a bad result.
    -Active Sabotage events require at least 2 intrigue on an empire.
    -AI-controlled empires do not use this system (they use the old system).
    -This is still a work-in-progress but is currently meant to replace the randomness for players.