Stellaris

Stellaris

Guilli's Planet Modifiers and Features
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更新于:2017 年 10 月 1 日 下午 12:08

Fixed Precursor modfiers spawning on asteroids, this shouldn't happen. hehe

更新于:2017 年 10 月 1 日 上午 8:26

Changelog:

NEW:



CHANGES:
  • Terraforming a wondrous planet now spawns a regular "wondrous ruins" modifier indicating the world used to be much grander. Provides a smaller hapiness and migrant attraction bonus.
  • Barren, Frozen, Molten, Toxic worlds without valuable world modifier will no longer show a terraforming button. The button is only there if the world has a Valuable World modifier or a Terraforming Candidate modifier.
  • Barren, Frozen, Molten, Toxic worlds can now also terraform into machine worlds directly if you have the ascension perk and the world has a Valuable World modifier or a Terraforming Candidate modifier.
  • Planet wonders will no longer spawn on worlds that have a precursor modifier. This was done to stop nasty nameplate colour bugs. (It also helps balance a bit).
  • At the start of the game a small amount of dead worlds with precursor modifiers are turned into tomb worlds. This to make the galaxy feel a bit more story heavy. You should find most tomb worlds interesting. They also spawn with more tomb world matching modifiers.
  • Slightly increased colony events spawn chance.
  • Slightly adjusted spawn chances of precursor modifiers. Higher chance on habitable worlds, smaller chance on dead worlds.
  • Precursor shields, mechs and shipyards have much higher chance to spawn on habitable worlds than they do on dead worlds.
  • Black hole & Pulsar anomaly event that spawns strategic resources will also provide you with the technology for those resources.
  • Ancient temples will no longer come with a valuable world modifier for the time being. There aren't enough barren available modifiers so it ends up spawning a bit too much. Will return in the future when more barren specific modifiers are added.
  • Reduced the chance of machine world modifiers spawning for now. They'll come with events soon anyway.

FIXES:
  • Fixed event text colouring bug.
  • Fixed various other planet name colour bugs.
  • Stopped some negative modifiers from spawning on gaia worlds.
  • Some vanilla modifiers will now be correctly removed when terraforming to machine worlds.
  • Fixed some cases where a precursor world didn't have a terraforming modifier attached so it was useless.
  • Fixed a case where a toxic world would be a wondrous planet. It should no longer spawn on the toxic worlds.
  • Fixed a rare bug with terraforming machine worlds not working.
  • Optimized some game start scripts so they load the galaxy quicker when starting.
  • Added logging events to the stellaris/logs/game.log file. This helps debugging. Writes down which event fires when for what/on what and what it did. This was done for every event I have.
  • Fixed some modifiers spawning chance bugging out.


known issues
  • Cybrex ringworlds still don't have precursor modifiers when you construct them.
  • Sometimes, for an event that happens on a planet with a coloured name, the rewards description is coloured orange. This I cannot help. But it's a lot better than the entire event text being blue or orange!

更新于:2017 年 9 月 26 日 上午 7:04

Fixed issue with terraforming machine worlds; now modifiers will be correctly removed and new machine world modifier has a correct chance to appear.

更新于:2017 年 9 月 23 日 上午 12:31

* Fixed localisation colour bug with a few colony events
* Increased some modifiers spawn chance on barren/frozen worlds so other modifiers aren't so prominent. This so there are a bit less planets to terraform trough the valuable world modifier. Effecivly this reduced the spawn chance of artificial core/unnatural world/ultra rich minerals/temples/some precursor modifiers.
* Fixed bug with grimacing planet event not producing a machine world for machine empires.

更新于:2017 年 9 月 22 日 上午 4:39

Fixed Terraforming Event as paradox forgot to mention in the patchnotes that the trigger code for this was changed
*grumbles*

更新于:2017 年 9 月 21 日 下午 10:44

Fixed issue with machine world terraforming now showing up for those with the DLC

更新于:2017 年 9 月 21 日 下午 1:05

Lowed asteroid modifiers spawn chance a bit
Fixed localisation with an event showing the wrong energy reward
Set a max colony age limit on one of the colony events as the text indicates it happens shortly after colonizing.

更新于:2017 年 9 月 21 日 上午 7:10

Lowered some rare modifiers spawn chance that come with a valuable world modifier to prevent large galaxies from having too many terraformable worlds.

更新于:2017 年 9 月 21 日 上午 6:39

Changelog:

NEW:
  • Updated to 1.8 version of the game.
  • 40 new mini colony events for a lot of planet modifiers.
  • 5 new Fallen Empire planet modifiers to be found on their worlds.
  • 11 new Machine Wold modifiers with a vibrant orange border colour. These can show up on computer/machine worlds.
  • Wondrous worlds: 18 new Planet Wonders and Natural Wonders. Rare planet unique tile blockers with powerful adjacency bonuses.
  • New ways of noticing planets: After surveying a wondrous world or a world with precursor modifiers they'll get a coloured name and a unique planet icon.
  • Valuable world modifier; this modifier shows up next to precursor modifiers or special/cool modifiers.
  • Planets with the precursor shipyards modifier now have shipyards orbiting the planet as a visual effect.
  • Planets with the precursor shield modifier now have a planetary shield graphic as a visual effect after colonizing.
  • Precursor Energy Grid and Precursor Remnants worlds have custom vanilla planet graphics.
  • The homeworlds that spawn as a result of the precursor event chains now can have several precursor modifiers!
  • Crisis interactions!
  • --> Swarm: planets that get infested will lose most modifiers and roll new fitting ones.
  • --> Unbidden + swarm: when they/you cleanse a world the planet now has a chance to become a frozen, molten or nuked planet as well as the default barren ones. These planets will get a special modifier allowing you to still terraform them back!
  • Added build-in compatibility for the mod: Star Trek New Horizons.
  • Added build-in compatibility for the mod: Star Trek New Worlds
  • Added build-in compatibility for the mod: Real Space.

CHANGES:
  • 3 or more modifiers will be a bit rarer now.
  • Large modifier bonus balance pass; most happiness and research values have been lowered a lot.
  • Greatly expanded the available modifiers for terraforming and building ringworlds. Both have a bigger list of modifiers to choose from so the worlds/ringworlds end up more varied.
  • Precursor modifiers now show up on barren, cold, frozen, toxic and molten worlds again.
  • Discovering precursor modifiers now have extra rewards associated with the discovery.
  • Overall precursor modifiers are a little rarer now
  • The above worlds with precursor modifiers also get a "valuable world" modifier; this allows these worlds to be terraformed!
  • Rewrote most of the planet modifier spawn code so it is easier to add new planets from other mods.
  • Massive update of the localisation (text) to be more grammatically correct. Also expanded a lot of the localisation to be much more flavourful. Special thanks to Heather H. for proofreading all the English localisation and providing corrections and improvements!
  • Discovery event buttons localisation rewritten a bit to be more varied.
  • Fallen Empire modifiers should be more common on their worlds. Those worlds are truly utopian!
  • Fallen Empire modifiers icons now have a pink/purple border colour to separate them from the rest of the galaxy.
  • Fallen Empire Shield modifier has different coloured shield graphics now.
  • Ringworlds engineers no longer throw around seeds randomly causing forest tile blockers to appear.
  • Precursor Energy Grid has a new more fitting icon.
  • Precursor Planetary Shields has a new more fitting icon.
  • Precursor Planetary Defence Grid has a new more fitting icon.
  • Precursor Shipyards has a new more fitting icon and event picture.
  • Tile blockers that come with modifiers (temple, precursor shield, etc) will now always have 4 tiles next to them so you can make full use of the adjacency effects.
  • Following tile blockers have had their cost and/or clearing time reduced: ship graveyard, planetwide forest, dense forests, mushroom forests
  • Mastery of Nature overwrite adjusted to follow the new base game cost reduction value (-50% instead of -100%)
  • Precursor Singularity drive now provides a 25% robot resource bonus and a 100% robot build speed bonus.

FIXES:
  • Fixed some inconsistency when spawning opposite modifiers on the same planet.
  • Fixed issue with Fallen Empire Planet Modifier Script, now colonies in other solar systems under Fallen Empire control will get unique modifiers.
  • Added debugging event scripts to play around with on user request. Check the debug discussion on the mod page on steam how to use.
  • Overwriting some specific vanilla events to interact with the mod. Specifically events that change planets or interact with tile blockers.

更新于:2017 年 5 月 11 日 上午 12:53

Changelog:

NEW:
  • Updated to 1.6 version of the game
  • Spanish localisation thanks to Alguerath
  • Precursor shipyards now show 1-4 shipyards models above the planet in the solar system. These are just cosmetic.
  • added support for More Star Classes mod!

CHANGES:
  • Changed terraforming modifier script, now modifiers will reroll on the moment a planet is terraformed instead of a month later. Terraformed planets will also reroll if they're terraformed again.
  • Precursor bunkers and mechs modifiers now provide a small planet fortification bonus (25%).
  • Precursor planetary defense gun modifier fortification bonused increased to 75% (up from 50%)
  • Precursor modifiers will now only show up on habitable planets. Tomb worlds have a much higher chance of having a precursor modifier.
  • Arachnaphobia modifier changed to red border and now has a -15% habitibility malus and -5% happiness malus

FIXES:
  • Fixed a bug that was preventing precursor bunker modifier and precursor mech modifier from showing up on planets.
  • Tons of localisation fixes.
  • You should no longer be able to build more spider armies than intnded (5). (this is still broken, it's limited to 10 but should allow you to build new ones up to 10)