Stellaris

Stellaris

AlphaMod 2.2.7
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更新于:2019 年 4 月 4 日 上午 2:51

Updated for 2.2.7.
Over-rode planet destruction events to integrate hostile habitables, because PDS scripters don't scripted trigger extendable groups apparently. (No wonder some of the more extensive mods have so many undetected impacts. Use scripted triggers for this kind of thing PDS! Then we over-ride the trigger, not the bloody event! ESPECIALLY if you're repeating the same code-block over and over in an events file. Scripted triggers and effects are libraries, shareable with other scripters, including your colleague sitting next to you, and are highly extendable and less likely to cause isolated impacts, and because the code exists once in one place, means LESS bugs - USE them for everything.)

更新于:2019 年 4 月 3 日 上午 8:35

The Gestalts Start to Suck Less Update (Codename: EXCLUSION_ALL_THE_THINGS)

  • Started working on making the mod gestalt-friendly.
  • Machine empires do not generate or expend Wealth. Even those that have any interactions with domestic organics. Water is also ignored. If you need watering and have a robot overlord, you will get watered.
  • Ice can still be useful for Machine Empires, but sourcing planet-based water to make it is inefficient (aka un-robot-like).
  • Gestalts can Biomass.
  • Hives get a replacement Community District - Wild Nests.
  • Machines get a replacement Community District - Local Area Networks.
  • Machines mining get more base Natural Fuels output from districts. Because energy generators still start with consuming them, and machines rely on energy generation.
  • Added 4th late-game AP tech, because that last slot needs to be filled.

更新于:2019 年 3 月 31 日 上午 8:02

The To Charge For City Planets We Conveniently Forgot to Rebalance Ringworlds, And Now We're Doing Something Similar With The Sectors We Butchered For the Next DLC Update (Codename: $$$$$$)

  • Ecuthingamewodjits now have a fifth district - the Trade District from Habitats, scaled up.
  • Ringworld City, Energy and Farming Districts scaled up (by approximately x3).
  • Added Ecuthingy Leisure District, scaled up, to Ringworlds.
  • Added Trade District from Habitats, scaled up, to Ringworlds.
  • Decisions aligned left again. The change sucked.
  • Took a stab at getting AIs to build starbases properly.
  • Revisions to water availability. Still buggy. I'm working on it.

更新于:2019 年 3 月 29 日 上午 9:27

  • Fixed some job bonuses from policies that were accidentally removed.
  • Removed Neutral Zones feature. Please use the standalone mod now available if you want the feature.
  • Added new decision to convert actinides to volatile motes, available on a planet with a Chemical Plant.
  • Added new decision to convert natural fuels to exotic gases, available on a planet with a Gas Refinery.
  • Tweaked Preserve Biomass decision so it now benefits habitability a little, whilst penalising housing.
  • Nerfed many of the AI emergency edicts, as other AI work and GAI make them far less necessary. I recommend using GAI and the AlphaMod/GAI patch. I am considering making GAI a requirement. Opinions welcome on this.
  • Started an art pass. Some decisions have some new icons.
  • Tweaked decisions list so icons are larger. Also revised title and cost position. Not entirely happy with that, so may go back to left aligned.
  • Added new decision for authoritarians - Loyalty Rewards. 'Spend' some of that amenities surplus you may have.
  • Added new job boosting decision, Employment Subsidies, for pacifists and corporates.
  • Added more robust code for handling Mega City district slot overspill. Sometimes you will have 2 slots available yet can not build another Mega City. This is working as intended (necessary).
  • Some district swapping decisions have implementation times removed and are now instant. This is to prevent accidental race conditions that blow up planets. No, that's not what really happened.
  • Removed outpost trade collection range, since I can't work around the breaking of auto-generated trade routes.
  • Added new starbase building, Freight Yard, which provides a collection range, so you can choose to deal with the trade route set-up for outposts yourself.

更新于:2019 年 3 月 29 日 上午 5:03

See above.

更新于:2019 年 3 月 18 日 上午 9:16

Gone Beta.

  • Added planetary actinides deposits and Actinides Mine building for exploiting them.
  • Most common on Tomb Worlds and planets that are Rich in Actinides.
  • Retroactive script will add the new deposit to all appropriate planets in a current save. Expect some initial sluggishness if you load a current save-game.
  • Many hours of testing the AI's planetary development and economic management. On Commodore, scaling, normal aggressiveness, I am now happy, and don't start to snowball past them until much later in mid-game now.
  • Rare Metals and Precious Stones should now be tradeable on the market.
  • Added new building, Biomass Architects. Added new specialist job, Biomass Architect. Now you can use biomass in planetary construction. Tyra-cough-nid growths or Ael-cough-dari bone-singing? You decide.
  • Added new building for hostile habitals only - Atmosphere Generator. Improves habitability and increases max districts, at the cost of lots of ice and biomass.
  • EXPERIMENTAL - Added new decision available on an owned system's sun, to make that system part of a Neutral Zone.
  • EXPERIMENTAL - Added new decision available on any hostile habitable candidate, to make that planetoid a Terraforming Candidate, limited to terraforming into a hostile habitable. This is limited to one per system and you kinda have to hunt through the planets to see which ones meet the criteria. Not sure how to improve that yet, although:
  • Added new Megastructure, Orbital Atmosphere Injector, that does the same thing. And you'll get a nice indicator of which planetoids are valid. Note the megastructure allows larger hostile habitables to be 'upgraded', than the decision does.

更新于:2019 年 3 月 10 日 上午 4:42

Duelists replace Entertainers for Warrior Culture.

(Scans change notes. Wow, PDX, you are spoiling us with your free content.)

更新于:2019 年 3 月 9 日 上午 11:25

  • More attempts at trying to improve AI planetary development. District and building weightings revised. Hours spent watching a dumb AI being dumb, tweaking numbers, restarting the game, watching dumb AI being dumb... my brain has dribbled out my ears.
  • Buy me a beer. Or a coffee. Both are good.
  • Added new ascension perk - Needs of the Many. A decent alternative to Technological Ascendancy or One Vision as a first pick? You decide.
  • Some bugs debugged.

更新于:2019 年 3 月 8 日 上午 6:17

The 2.2.6 is a Beta Now Because We Didn't Finish Testing It Update (codename HONEST)

  • Integrated v2.2.6b's changes.
  • Planets now have 20 building slots. No, the mod isn't compatible with mods that give you more. 20 is more than enough. Please stop asking.
  • Numerous vanilla building and job weighting functions expanded. It's like trying to get a stubborn donkey to move using a stick and carrot.
  • Added new Law Enforcement policy option - Military Police. It's different from Militias, honest.
  • Revised several colony type modifiers to be more flavourful. Some now have habitability penalties. Smog's a thing this way, until I sort out Ecology Mod compatibility.
  • Reduced secondary tier habitability to 50, down from 60. Because it's still toothless.
  • EXPERIMENTAL - Many G type weapons now need actinides.
  • Added some more AI only decisions and edicts for handling emergencies, because the economic AI isn't any better with 2.2.6.
  • Added new decision for filtering list to all decisions, or vanilla only decisions.
  • Added new decision to Privatise Generators.
  • Added decisions to swap Farming Districts to Nature Reserves or Biomass Cultivations.
  • Both alternate district types have a max capped by planet features. Make sure to check those before switching.
  • Another stab at trying to prevent Mega City construction when you only have 1 district slot left.
  • Mega City Project decision takes a bit longer now.
  • Added Wealth costs to lots of things that the state should be paying for. Local government buildings for example.
  • Improved the AI's desire to generate Wealth and spend it.
  • Changed functioning of Expanded Infrastructure districts on Habitats.
  • Now they give you the +1 district bonus on completion, and remove themselves. This should make it easier for the AI to use them too.
  • Made Transcendent Learning worth taking. Really. Try it.
  • Added new Education Policy option - Transcendent Education. Switch your Education Policy option once you take the AP, and then check in on your pops now and then. Look for the magic pop modifier some pops now get.
  • Added new decision, Education Programs. Used in combination with Transcendent Education for a greater chance of Transcendent pops.
  • Lots of changes to job provision from policies. Much of it is now triggered on districts and buildings and it is really badly documented right now. Just muddle through until I get to it.
  • Fixed a bug where AIs could start on a hostile planet. Because that's just really cruel, and building a house on a lava lake is a bit much to ask.
  • Added two more ethic-restricted district swaps for Community Districts - xenophobes get Security Zones, pacifists get Market Towns.
  • Shared docked ship upkeep bonus between Crew Quarters and Comms Relay, and returned Crew Quarters to the special snowflake priority it must have for the AI not to just die horribly from tantrums over "Mah Crew Kwerters!"
  • I'm serious. The AI would just give up and sulk and let its economy die just because its first starbase isn't giving a 25% reduction to ship upkeep. Nuts.
  • If you shouldn't be modding it, don't let us PDX.
  • Integrated Hands of State. You can de-activate that now.

更新于:2019 年 2 月 25 日 上午 8:11

The Chuck In Any Crap the Author Feels Like Update (codename IUNSUBBEDFROMTHAT)

  • Added new decisions for merging two Paradise Domes, or two Hydroponics Farms or two Alloy Nano-plants into one larger building, thus freeing a building slot.
  • Buffed all the 'colony-type' bonuses and integrated the new assets into the factoring for colony-types.
  • Added ethic-restricted district swaps for Community Districts - militarists get Warrior Houses, spiritualists get Parishes, authoritarians get Work Collectives.
  • Fanatics automatically get the swapped district type.
  • Non-fanatics get decisions for choosing which they want. Once you switch, you can't go back or change to another.
  • Warrior Houses provide a new ruler job, Warlord.
  • Added more AI only emergency decisions to do stuff they should that they don't.
  • Wealth costs of edicts have gone up again.
  • Destitution can now be a problem for high population planets with high unemployment and high amenities.
  • Added new policy - State Financing. This allows you to tweak energy/wealth funding distribution.
  • Removed Wealth resource generation from the Trade policy options.
  • Fixed being able to build a Mega City when you have only one district slot left.