Stellaris

Stellaris

Intelligence and Espionage (pre v3.0)
正在显示第 61 - 70 项,共 122 项条目
< 1 ... 5  6  7  8  9 ... 13 >
更新于:2019 年 6 月 16 日 下午 10:06

Fixed a literally unplayable localization error.

更新于:2019 年 6 月 16 日 下午 9:46

Fixed a huge literally unplayable error.

更新于:2019 年 6 月 16 日 上午 12:04

-All espionage mission options will show up but will now be unclickable if you don't meet the requirements so that players know every possible mission.
-Quickfix for a crash when dealing with multiple valid espionage targets. Hopefully for real this time.

更新于:2019 年 6 月 14 日 下午 7:10

Optimized some parts of code

更新于:2019 年 6 月 14 日 下午 6:55

Quickfix for a crash when cancelling an espionage plan for multiple valid target empires.

更新于:2019 年 6 月 13 日 下午 5:10

WARNING: WILL LIKELY NOT WORK ON OLD SAVES THAT USED A PREVIOUS VERSION OF THIS MOD

Now to make an attempt to look back at the modifiers and effects from this mod and attempt to balance them...

-You can now plan espionage missions on any default empire without needing to plant spies on an empire in the diplomacy screen, allowing compatibility with other mods that would change the diplomatic actions file.
-Bypasses are NOT counted toward distance for attempting to spy on other empires for the sake of early game espionage.
-The time limit for planning espionage is increased from 5 days to 120 days for the sake of the AI.
-If there are multiple valid empires to spy on in the planned espionage location, you will now 6 random valid empires to choose from at max.
-The limit on the number of empires you can spy on is removed but you'll still have a cooldown for spying on the same empire again.
-Gathering intel on an empire requires completing a special project with a science ship with a level 4 scientist (same as some espionage missions that require this). You cannot do anything else to that empire while this special project on them is active and there will be a 900-day cooldown for spying on the same empire again after gathering intel.
-You will no longer be notified if you lose intrigue on another empire. If you REALLY need this information, just gather intel with a science ship.
-If multiple empires are spying on the same empire with the same espionage mission, the empire being spied on will only deal with one popup but all actions from those spying on them will be taken into account. There will be some exceptions, such as the Diplomatic Envoy mission.
-Counterespionage edict now affects empires that have an intrigue level of 2 or higher on the user.
-Added an espionage cooldown map mode so that you can see which empires you have an espionage cooldown on.
-Fixed the "good relations with envoy" opinion modifier for the Diplomatic Envoy espionage mission.
-The AI will now be able to spy on other empires like a player. As for how good and discreet they would be, I'll need to look into it more but so far they seem okay.
-Assassin for Hire mission no longer targets leaders that are considered as "event leaders".
-Some localization and bug fixes.

更新于:2019 年 6 月 4 日 上午 9:59

Mod is now updated for 2.3.*.

Only some error fixes and code optimizations. If I missed anything, please tell me.

更新于:2019 年 5 月 10 日 下午 1:57

I always keep forgetting that I have an update (small but kinda important) for this. Apologies.

Also noticed some stuff was off about modifiers and realized that Paradox basically removed most of the auto-generated modifiers (for example, some modifiers have a mult variant but not an add variant) during one of the 2.2.x patches so modders will have to enable some modifiers with economic_categories. I can understand that this is most likely for increasing the game's performance but it does make a modder's job harder.

-Changed "spy off cooldown" notification to a regular event. This will increase compatibility.
-Changed Contamination initial debuff changed from -1 food/energy (based on empire type) from jobs to -20% food from jobs (-25% energy from jobs for machine empires) since devs are being weird with how you can get certain modifiers.
-Removed research station upkeep increase from Kidnap Orbital Miner initial debuff due to the above.
-Some random error fixes.

更新于:2019 年 3 月 4 日 下午 8:51

Finally able to actually look into testing the mod a bit more and do some QOL stuff.

-Fixed a bug where you could be able to plan an espionage mission on the same empire multiple times.
-Fixed a bug where you would only get 2 spies at max, even when someone has a system capital building.
-Changed Scandal and Drone Interference bad results from -0.33 influence to -33% influence.
-Scandal additional bad result from having high intrigue also gives -15% faction approval.
-Scandal additional bad result trigger changed from 2 intrigue to 3 intrigue.
-Changed the "How to Play" window to not have a close button in the top right by using the caravaneer GUI.
-Added an icon for special projects/sabotage event chains to use so that you know whether they're a part of this mod or not.
-Added notifications for when the cooldown for spying on an espionage target is over. HOWEVER, this makes the mod change message_types.txt so mods that rely on that file will NOT be compatible with this.

更新于:2019 年 1 月 19 日 下午 2:12

...and Paradox made founding the Galactic Market be later in 2.2.4. Not sure how I should feel about that change.

-Some localization changes. One specific one is showing the actual consequences of bad results in sabotage missions for the target.
-The time limit for regular espionage events before automatically getting the bad result is now around 6 months (from around 1-2 months).
-The AI will be more random with when they start an espionage mission to make the AI not seem like they're scheming together against you, as fun as that may sound to some.
-Some other small changes to how AI chooses espionage missions done.
-Contamination sabotage mission modifiers hit harder. The bad results now give either -15% overall food/energy (instead of from only jobs) or -10% job output (from 5%). I'm always open to balance changes since I currently don't really play the game as much.