Stellaris

Stellaris

Guilli's Planet Modifiers and Features
Viser 211-220 af 223 forekomster
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Opdatering: 22. feb. 2017 kl. 4:02

Bug fixes:
Both precursor bunker grid and precursor mechs have their army bonuses removed duo to not working. I couldn't get the army bonuses to work, it seems to be an oversight or bug in the main game. The bonuses don't transfer from planet to army.

So instead I have fixed it by making these modifiers actual armies!
Planets with "Precursor Bunker Grid" modifier will now allow you to construct 'Salvaged Precursor Bunker' armies. These are defensive armies, expensive but very durable.

Planets with "Precursor Mechs" modifier will now allow you to construct 'Salvaged Precursor Mech' armies. These mechs are too large for orbital transport and thus are defensive only.

And as a bonus!
Planets with the modifiers "Arachnophobia" will now allow you to construct 'Giant Arachnid Armies' for you to drop on your enemies! Have fun with that thought!

-These fixes apply to your save game as well :)

Opdatering: 21. feb. 2017 kl. 9:30

Slightly lowered Low Gravity and High Gravity spawn chances.

Opdatering: 21. feb. 2017 kl. 5:05

- 24 more modifiers added, most are flavor based.
- A few modifiers directly add resources to planets (orbit).
- 15 Tile blockers added based on planet modifiers. A few techs added so they can be removed.
- Added compatibility for the new planets in Planetary Diversy mod (todays update)
- Some more behind the screen script changes for easy addition of other planets from mods.
- Some more number balancing has been done.
- Tons of fixes to localisation (text).
- Added bunch of screenshots to modpage

Opdatering: 19. feb. 2017 kl. 1:50

- Both Axis modifiers should no longer be appearing on the same planet together
- Small balance pass, some modifier bonuses increased, others lowered a bit.

Opdatering: 18. feb. 2017 kl. 14:58

Fixed a few more inconsistencies with modifiers that dont make sense when combined.

Opdatering: 18. feb. 2017 kl. 6:13

Fixed some more modifiers that dont make sense when they spawn together
Redid some code for script efficiency and better spawn chance scaling
Added 42 more modifiers with unique icons.. (Sorry I got carried away)

Opdatering: 17. feb. 2017 kl. 9:52

Ringworlds now have a high chance to gain precursor modifiers.
Further tweaked some modifier spawn chances. Should be final adjustments to make sure further new modifiers are easy to implement.

Opdatering: 17. feb. 2017 kl. 4:24

Added unique icons for every new modifier.

Opdatering: 17. feb. 2017 kl. 1:37

- Built in compatibility for the Planetary Diversity mod.
- Changed file names to secure load order for compatibility.
- Fixed issue with thin and dense atmosphere showing up together.
- Some modifiers have better restrictions so they make sense (no more clear skies + thunderstorms).
- Allowed some modifiers to show up on gas giants (for floating city mods or other terraforming mods).
- Slightly lowered precursor modifier spawn chances
- Slightly tweaked spawn chances so they are a bit more constant acrosss multple galaxy generations (this change is merely a statistical one)

Opdatering: 16. feb. 2017 kl. 13:17

Updated with 26 new modifiers and some balance adjustments to other ones. Low gravity will give sensor boost bonus now instead of physics research as it is so common.

I also tweaked spawn chance a bit and I'm much more happy with it.

This update is save game compatible so no worries :). New moddifers won't show up until you start a new game though.

No new modifiers planned for a while so enjoy these. Next up I will be patching in unique icons for these modifiers and compatibility for the Planetary Diversity Mod