Stellaris

Stellaris

Additional Vanilla Components Revived
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更新于:12 月 4 日 上午 5:50
作者:Hellshiver

1.4.4

Very minor update with today's patch.

  • Added is_militarist check to AI weights of precog techs.

更新于:11 月 30 日 上午 7:26
作者:Hellshiver

Pushed an update to see if a compatibility issue is resolved. Thinking an upload error.

更新于:11 月 26 日 下午 12:10
作者:Hellshiver

1.4.3

Missed the vanilla Ferrodermis upgrade paths. Fixed.

  • Updated vanilla Ferrodermis upgrade chains to continue with AVC's new items.

更新于:11 月 26 日 下午 12:05
作者:Hellshiver

1.4.2

Living Metal and Ferrodermis armors added! To quote Parris, "...that's hot...."

  • Added Living Metal armor.
  • Updated vanilla upgrade paths to continue with AVC's tiers.
  • Added Bioship Ferrodermis (Armor).
  • Added localization for new items.

更新于:11 月 26 日 上午 8:39
作者:Hellshiver

1.4.1

Quick update to add the changes/new armors from the new DLC. Still will be missing AVC tiers of those armors, will be added shortly.

  • Updated ENIGMATIC_ENCODER AI checks in 00_leviathans_utilities.txt.
  • Added vanilla LM Bioship/Space Fauna armors in 00_biogenesis_utilities.txt.
  • Changed ASTEROIDAL_CARAPACE_ARMOR ship_modifier to modifier in 00_utilities_aux.txt.
  • Added shipclass_entropy_conduit to default computer in 00_utilities_roles.txt.
  • Added vanilla LM armors in 00_utilities.txt.

更新于:11 月 26 日 上午 6:44
作者:Hellshiver

1.4.0

Disco Inferno!

Huge update for you all, just a day late for lava people DLC! A LOT has changed under the hood.

First major change is: FTL drives will default along the Hyperdrive lines. Short version is, NPCs don't use Jump Drives and the only way to ensure they use SOME form of the new techs is to force one they would use fully, hence Hyperdrives. Unfortunately, Science and Construction ships are stuck with this as well, as there is no separation between NPC empires and civilian ships.

Second major change is: Overwriting vanilla files. Way back in March, Paradox made a change to the component_templates and how they work when adding things via mods. You may have seen the weird Combat Computer listings, but it extends farther than just them. They only way to ensure upgrades happen is to put them into the vanilla files. Of course, this means mod conflicts are going to be more common. It's an unfortunate side effect of that change in March.

Third major change is: potential checks. Previously, the mod added things based on the ship_class and ship_type arguments. Paradox, and the modding community at large, has changed to a potential check system. AVCR has been overhauled to this new check style. While many of you won't see a difference, some will find mods working together a bit more easily; adding items to new ship types from other mods. This is NOT a full compatibility change for all mods, but it will help in some cases.

Final major change is: localization file layout. The entire localization file has been rewritten. My hope is to make it easier to translate, assuming the language follows the syntax of English. It may take a bit for non-English syntax translations to be updated, but other should be far easier/less time consuming to perform.

On to the changes list!

  • 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.
  • 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.
  • 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.
  • 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).
  • Added icon replacement for Dark Matter and Psi Musculature items, adding Roman Numerals to follow progression paths for their lines.
  • 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 Bioship Metabolism (Reactors).
  • Added icon replacement for Dark Matter Metabolism items, adding Roman Numerals to follow progression paths for it's line.
  • 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 FTL and Sensory Organs.
  • Added icon replacements for vanilla Jump Organ and Psionic Jump Organ components and techs, adding Roman Numerals to follow progression paths for their lines.
  • Overwrote FTL and Sensory Organ vanilla upgrade paths. Will follow the AVC mechanical upgrade paths.
  • Added Motor Organs (Thrusters).
  • Added icon replacement for vanilla Dark Matter Motor Organ component and tech, adding Roman Numerals to follow progression path for it's line.
  • Overwrote Motor Organ vanilla upgrade paths. Will follow the AVC mechanical upgrade paths.
  • Added Bioship Neural Implants and Combat Instincts (Computers).
  • Overwrote Neural Implants and Combat Instincts vanilla upgrade paths. Will follow the AVC mechanical upgrade paths.
  • 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.
  • Moved Shields into vanilla overwrite files to correct Technology Card syntax.
  • Moved Bioship Metabolism, FTL, Sensory Organs, and Motor Organs, into 00_biogenesis_utilities.txt to organize component selection.
  • Added non-psi shields to has_non_psionic_shields check. No more keeping shields while cloaked!
  • 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.
  • 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.
  • Finished localization file text for Space Fauna.
  • Fixed technology cards... for real this time!
  • Corrected Technology cards to show what it unlocks, following vanilla style. No more guessing what you get!
  • Corrected Technology weights and modifiers.
  • 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.
  • Corrected Thruster tech weights. Should appear a bit less frequently without Traits, Traditions, and Ascensions related to them. Removed Battleship/Stinger increases for them all, and added Titan increase for T5.
  • Corrected FTL Drive tech weights and modifiers to take Traits, Traditions, and Ascensions into account.
  • Corrected Psi tech to allow Precog and Psi Jump Drives to populate in research options.
  • Added tech_swap to technologies for Bioship empires.

更新于:6 月 1 日 上午 9:26
作者:Hellshiver

1.3.1

Quick update to the version number. No more warnings!.... until the next patch. >.>

  • Updated version to 4.0.*.

更新于:1 月 5 日 上午 5:50
作者:Hellshiver

1.3.0

The Bio Update!

Added Space Fauna components, for all your growing needs! Descriptions (flavor text when mousing over them) and component unlock ("Unlocks Component: Positronium Alloys, for example) listed in the tech research are missing; life happened and I'll get them in when I can.

  • Added Neurochips (Bio-computers) for Swarm, Torpedo, Picket, Line, Artillery, and Carrier roles.
  • Added Bio FTL drives for Subspace (Hyper), Jump, and Psi.
  • Added Bio Sensors.
  • Added Bio Thrusters.
  • Added Carapace (Bio Armor).
  • Added Maneuvering Tentacles (Afterburners).
  • Added Fire Control Instinct (Fire Control Computers).
  • Added Enigmatic Decoder and Encoders.
  • Added Energy Skins (Shields).
  • Corrected templates to prevent Fallen Empires from using max tier components at game start.

更新于:2024 年 12 月 12 日 下午 3:59
作者:Hellshiver

1.2.3

The Final Updatening!

Last step in the update series! No one told me the Juggernauts had incorrect upkeeps! Expect to pay their proper upkeep costs, and not Titan level ones! /ShakeFist

  • Changed Reactor Costs, Power Output, and AI Weights to hard-coded values.
  • Updated Reactor AI weights.
  • Corrected Juggernaut upkeep costs.
  • Changed Sensor Costs, Power, Bonus effects, and Sensor Ranges to hard-coded values.
  • Removed "avc_scripted_variables_reactor_cost.txt" as the file was now empty and unnecessary.

更新于:2024 年 12 月 5 日 下午 12:54
作者:Hellshiver

1.2.2

The Updatening!

This weeks installment of the update focuses on Shields and Thrusters (giggity)!

  • Changed Shield Costs, Power, AI Weights, and Bonus effects to hard-coded values.
  • Updated Shield AI weights, and added Vanilla blocks to Dark Matter and Psi for AI empires.
  • Changed Thruster Costs, Power, AI Weights, and Bonus effects to hard-coded values.
  • Updated Thruster AI weights, and added Vanilla blocks to Dark Matter for AI empires.