Stellaris

Stellaris

Guilli's Planet Modifiers and Features
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更新于:2022 年 5 月 16 日 下午 12:05

Patch 16-05-2022
- Added Relic Map mode: displays who has found relics
- Added memory optimization tags to various scripts and triggers
- Fixed issue where you are notified of someone having a relic if you met them but have not yet established communications
- You will now also be notified if another empire gets a base game precursor relic
- Made a balance pass over planetary modifier spawning scripts and galaxy gen scripts;
○ Minerals, energy, alloys and rare resources will no longer spawn alongside a planet modifier directly. Most special resources other than energy and minerals will now mostly be applied through survey events
○ Greatly reduced the nr of resources that are removed at galaxy start to compensate
○ Removed the extra cost and upkeep to mining and research stations
○ Removed the extra mineral stockpile you start with
○ The total nr of minerals and energy and special resources should now hover around the base game values (give or take a few %)
- Further improvements to AI using spy networks and operations. Gave the AI a temporary debug bonus to their spy network "work speed and capabilities". At least until the envoy AI gets improved/fixed. The AI also gets 3 extra envoys to help them with their envoy distribution since they love to spam "harm relations" actions over making spy networks. This has minimal to no effect on how the AI uses the galactic community from my testing.
- Relic War goals weights and Steal Relic operation weights have been further fleshed out. Militarists and Materialists empires will seek relics more than other empires. Rivalry and bad relations also increase the desire for an empire to want their relic. Furthermore, the more relics an AI empire has, the more it starts to crave for more..
- Stolen Relic -2000 opinion modifier can now stack

更新于:2022 年 5 月 15 日 上午 2:37

- relic casus Belli are no longer locked to neighbouring empires only after you gather relic intel.

更新于:2022 年 5 月 14 日 下午 11:28

- Fixed issue with old economic_category values
- Fixed issue with fallen empire modifier not scaling in some situations

更新于:2022 年 5 月 13 日 下午 10:55

- Gather Relic Intel and Steal Relic Intel now costs influence instead of energy matching the 3.4 changes
- Gather Relic Intel required intel reduced to 20 (from 30)
- Greatly Improved the AI use of spy networks and spy operations when empires own a relic
- Disabled the AI using the diplomacy envoy action "harm relations". The AI was hoggin all the envoys spamming this everywhere causing them to rarely stick to spy networks
- Greatly improved the relic War Goals weights but set a limit to one relic war per AI per 20 years.
- Added a tooltip to the Archaeopolis Archaeology districts indicating building these districts add an unremovable archaeological site blocker. The blockers are removed if you remove the districts though!

更新于:2022 年 5 月 13 日 上午 2:35

Fixed new bug with event robot "hack species" trait. It is now no longer selectable as a trait when modifying your robots/machines

更新于:2022 年 5 月 12 日 下午 10:07

Patched:
--- Added a galaxy wide check on spawning precursor Archaeopolis worlds based on chosen galaxy size and added hard limits.
They will now also never spawn within 2 jumps or less of a capital world, or within 5 jumps or less of eachother. Current hard caps are:
Tiny galaxy: max 2 Archaeopolis Worlds
Small galaxy: max 3 Archaeopolis Worlds
Medium galaxy: max 4 Archaeopolis Worlds
Large galaxy: max 5 Archaeopolis Worlds
Huge galaxy or larger: max 6 Archaeopolis Worlds

--- Reduces the sensor range of the precursor event ship
--- Slightly lowered chance of Resource Sites spawning in planetary rings

更新于:2022 年 5 月 12 日 下午 12:08

Small change;
- Ruined Station 'megastructure' now has 10 energy upkeep and research bonus reduced to +30/30/30

更新于:2022 年 5 月 12 日 上午 9:07

3.4 ish update notes
Also checkout my new mini mod: "Guilli's Exploration And Expansion Tweaks"!
This mod slows down early game FTL and exploration while also adding early to mid game techs to speed it back up. This really helps make you feel like your empire progresses and grows over time! Works exceptionally well with Guilli's Planet Modifiers and Features mod!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2802824108


· Galaxy Generation & Exploration
· Lowered the spawn chance of modifiers on non-habitable worlds at game start. Reason: too many were spawning resulting in most discovery events being very front-loaded when starting the game. This also opens up some design space for later.
· Increased the chance for precursor dig sites to appear
· Changed the planet rings spawning system to be more reliable and tweakable
· Planet rings now spawn a bit more frequently but never in player home systems
· Planet rings have higher chance of having mining sites
· Planet ring mining sites can now spawn with mining drone defenders
· Precursor modifiers are a bit rarer
· A new type of world be found: Ancient Archaeopolis
· Number of precursor terraformable worlds, precursor tomb worlds, precursor relic worlds and Ancient Archaeopolis worlds are now also scaled based on the galaxy setting for number of habitable worlds.
Meaning if you set habitability to 0.25 you'll be seeing less of those.
There is a scaling factor at play so it isn't just 25% or 500% at highest habitability setting. Currently the scaling is like this:

**Habitability Setting Range | spawn chance**
* 0.25- 0.5 = 50%
* 0.5 - 1.0 = 75%
* 1.0 - 2.0 = 100% (default)
* 2.0 - 3.0 = 110%
* 3.0 - 4.0 = 120%
* 4.0 - 5.0 = 130%

· Fallen Empire Planet Shield graphics will no longer mistakenly appear on habitats
· Slightly increased the chance of planetary rings and their mining sites
· Slightly buffed and tweaked chances for planetary ring mineral/alloy/crystals/mote deposits
· Very slightly increases spawn rate of planet modifiers on habitable worlds for low, normal and high options

· Economy Balance
· Mining, Research and Observation stations
· Mining Stations, Research Stations and Observation stations now cost 200 Minerals to Build (up from 100) and now have base 1 energy and 1 minerals upkeep. As normal with the base game: mining stations over mineral deposits do not have mineral upkeep, and mining stations of energy deposits do not have energy upkeep. Stations over stars have an extra 2 mineral upkeep.
· A game option has been added to disable the extra cost and upkeep for Mining, Research and Observation Stations
· Two new techs have been added for the early game that reduce the mining and research stations mineral cost by -50 minerals. These techs are disabled if the increased costs are disabled with the above-mentioned game option.
· Design Thoughts: With the many events and cool things that spawn in space the early game mineral and energy income ended up a bit on the high side. The extra cost to these stations will help keep the early game economy balance while not affecting mid or late game balance in any meaningful way.
· Starting system has up to 8 extra minerals except for special origin starts (like ringworld start)
· You start with an additional 150 minerals to help fund your first mining station
· Minor Artifacts production and upkeep and use updated across the mod

· AI
o Added custom economic plans for minor artifacts so the AI can make easier use of their minor artifact stockpiles. This helps the AI build things costing minor artifacts.


· "Megastrucutres"
· Added 4 "ruined mini megastructures" that can spawn. These are minor structures that you can repair and provide some resources or empire benefit. These benefits can stack.

· Relics & Dig Sites
· Codex Administratum active effect changed to faction approval and crime reduction instead of the unity bonus.
· Precursor Dig sites spawn chance slightly increased
· Precursor Relics are a little more likely to show up from dig sites
· Precursor Relic rewards will better match their precursor planet modifier

· Relic Mechanics
· Relic Casus Bellis are now unlocked after you've gathered the necessary intel
· Added new spy operation: "Investigate Mysterious Relic".
· How does it work: When an empire finds a Relic, you will get a generic message that the empire has found "something". A spy operation will be unlocked for you to find out which relic they have found. This can be repeated in case they have found multiple relics. Once the operation finishes a Casus Belli to claim the relic will be unlocked. Relic wars are still limited to neighbouring empires.
· This also unlocks the "Steal Relic" spy operation.
· Added new spy operation: "Steal Relic". Attempt a daring heist of galactic proportions to steal another empire’s relic. Be warned; if you are discovered, they will not forgive you.
· If you have enough intel on either empires, you will be notified when a relic heist has taken place and who stole from who.
· The AI can and WILL use these new operations against you. So, get your encryption up!

· Decisions:
· Dig for precursor artifacts decision influence cost changed to unity cost

· Buildings
· Prison Building from event can now be built on all non-habitat modded planets
· Precursor Research Centre no longer provides a precursor archaeologist job but instead offers 3 archaeologists jobs and has a base 1 minor artifacts production
· Planet Modifiers:
· Updated the ringworld badlands modifier
· Changed the Sunken Cities modifier bonus

· Blockers
· Blockers giving rare resource on clearing now require the rare resource mining techs to clear them
· Adjusted the cost and time of swamp/forest/ocean resource blockers. Forests are easier to clear but produce less minerals, swamps are harder and ocean resources are the hardest to clear.
· Blockers now have a correct blocker icon in front of their name

· Jobs
· Tweaked custom job weights so they are taken more frequently. Especially archaeologist jobs should now always be taken before normal researcher jobs
· Archaeologists and Precursor Archaeologists jobs research output reduced a little
· Precursor Archaeologist jobs are a lot rarer

· Script/modding
· Cleaned up variables on planets after galaxy gen. Performance Improvements are minor but every little bit helps.
· Optimised few scripts for performance

· War Goals
o Default AI weight for Claim Relic war goals lowered a little.
o AI will be less likely to use a claim relic wargoal against their overlord, or members of their federation
o AI will never use claim relic wargoal with empires they have a good or better opinion about
o Materialist Empires are more likely to use the claim relic wargoal

Bug Fixes
· General:
· Fixed bug where random systems would sometimes be explored at game start
· Fixed bug with drone spawning on planet ring sites
· Fixed too many tiyanki spawning on some ring sites
· Fixed various minor script errors (mostly to clean up the error log)
· Fixed Enigmatic Update event trait so it no longer locks your machine traits preventing you from altering them
· Fixed Precursor Obelisks modifier assembly speed bonus
· Fixed Enabling Capital Modifiers option not adding a modifier if your capital starts with a modifier from your origin choice
· Fixed issues with the gpm_habitat_events script. Various script improvements have been made to make this event more stable and not trigger on other megastructures. As a temporary result, habitat decisions are now only us

更新于:2022 年 3 月 13 日 下午 12:35

Fixed bug where Nu-boal relic decision didn't appear on planets after activating the relic

更新于:2022 年 3 月 13 日 上午 4:19

Fixed boal life seeded decision trigger mistake
Fixed Ringworld Decision Icons