Stellaris

Stellaris

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Additional Vanilla Components Revived
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3.707 MB
2024 年 3 月 4 日 上午 11:53
6 月 1 日 上午 9:26
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Additional Vanilla Components Revived

描述
Notice:
I'm starting a CDL career. I'll update when I am able to, but there will likely be delays for the foreseeable future. Something, something, sailing the highways, something. If someone wants to make a branch to keep it updated, feel free! Rather we have these mods continue than have them pass into the annuals of history.

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Welcome to the revival of the ever popular Additional Vanilla Components! Originally created by the great Sam_, it has been kept alive by the community since Sam_'s disappearance. This overhaul was started from the 3.10 files uploaded by Anarchy.


What is this mod? What does it do? Sam_ would say....
引用自 Sam_
This mod adds 57 new components to extend the vanilla component tree, with the aim of doubling the number of components and technologies in a way that is vanilla friendly. Simply the same components in the base game, times two. It adds additional tiers beyond what the base game has, now with 10 tiers of shields, reactors and armor.

About
Most component sets have been doubled, except Jump Drives which have 5 tiers. The tech cost for each technology in this mod increases exponentially, instead of linearly as the base game does, making the final 10th tier a significant task to research even during end game.

If you play Stellaris like me, you always go for a technological ascendancy, producing as much research as possible. That means by the start of mid-game you have reached the final tier of reactors or shields and you will spend the rest of the game watching the more primitive empires catch up to you. In reality a highly advanced society focused on technology would continue to advance without limits.

With this mod you can continue to advance until end game, way beyond the capabilities of even the Fallen Empires.


Changes
  • Adds 157 new components
  • Adds 57 new technologies


Balance
  • This mod has received a general balance pass, following vanilla ratios and unused values. Be aware, if you have used the original version of this mod, you will notice a difference.
  • FTL drives are now three different paths: Hyperdrives for focused lane travel and increased disengagement chance, Jumpdrives for the utility jump, and Psi for a bit of both with some extra disengagement attempts.
  • New Dark Matter and Dragonscale items have been moved to be their capstone technologies. They require the previous max tier (Armor/Shield/Reactor T10, Drive T8) and their special technologies (same as vanilla versions) to unlock these upgraded versions.
  • Reactors are balanced to ensure a modicum of choice when designing ships.


Compatibility
This mod changes vanilla icons.
This mod is NOT achievement compatible.


Notes
  • Mods that add additional ship sizes/types require a patch. Conflicts are: new Reactor and Thruster sizes needed and Computer "size_restriction" variable corrections.
  • Mods that add technology tiers have to either: add Tier 6 society techs, or will likely need a patch. May break Precog and Psi 3 research options. Conflict is "previously_unlocked = 3" for Tier 7 technology. ...\common\technology\tier\(whatever the modder named the tier file).txt


Patches
We'll see what other patches I, or one of you fine people, get around to making!


Known Issues
  • Ship Auto Upgrading does not work correctly with all components in this mod. You may need to manually replace the final tier of vanilla components with the first tier of components from this mod before standard upgrade behavior resumes. This can only be resolved by editing vanilla files, and not something I am willing to do for this particular mod. Beyond the preexisting icons, of course.
  • Mods adding additional ship types cannot use many of these items. It REQUIRES adding their tags to those components, and in some cases, the creation of additional ones. A Patch is absolutely required.
  • Destroyer (Line and Artillery) and Battleship (Artillery and Carrier) computers will display on their own lines. Visual issue only! This is a hard-coded change by Paradox in 3.14. Short version: It reads those computers as their own behavior sets ( "line" ≠ "line" it seems), but only on those ship sizes. The only fix is to overwrite the vanilla computer file, leading to issues with any mod that adds computers and tries to fix this. Thanks to NSC's Dev CaptainX3 for the information posted in NSC's Discord!
  • Seem the FTL techs do not show the components they unlock. Looking into why.
  • Appears `no_resource_for_component` has changed/is bugged, and is causing issues with auto-upgrading. Issue happens with vanilla and mod components. Not sure what's going on, looking into it.
  • Missing flavor descriptions. Will be added when I can do so.
  • Components aren't listed in the technologies as unlocked components. Will add as I can.
  • New components are missing Russian localisation.


Localisation
  • Русский перевод - Russian Localization by Holo (Included)
I believe that is who provided the translation. The files were already included, all I did was correct syntax, add the missing code, and "Торпедо". Hopefully, it's a proper translation for you!


Don't forget to check out the companion mod:
Additional Vanilla Weapons Revived!
136 条留言
Hellshiver  [作者] 10 月 25 日 下午 2:01 
Update is finished, just letting it cook awhile on the test branch. Let the brave testers see if anything is amiss, and/or if there's something I want to add before finalizing it (like formating).

As a heads up, it will contain vanilla file replacements. Only way to fix upgrade paths, NPC usage, and proper ordering for the UI.
Hellshiver  [作者] 10 月 18 日 下午 11:03 
@Everyone
Working on updating, via the Test Branch. I DO NOT RECOMMEND SWAPPING YOUR MAIN SAVE TO THE TEST BRANCH! YOUR SAVE WILL BREAK DUE TO THE AMOUNT OF CHANGES TO RECOVER FROM WHEN SWITCHING UPDATES OR BACK TO THE MAIN BRANCH! YOU HAVE BEEN WARNED!!!!!1!one!11!! I would appreciate testing done on the branch with throwaway saves though. Normal playthroughs, not just /research_all tests... I do those. Bioship updates are being done, just gonna take a bit to get through them.. See why in the response to"just a person ?".

Also, did you know Alpacas and Llamas are just the name of the domesticated versions of those animals? Also, Guard Llamas are a thing. Google them! Stupid, reggae , death metal loves....
Hellshiver  [作者] 10 月 18 日 下午 11:03 
@just a person ?
Working on it. Also adding Bioship compatibility. Gonna be a hot minute, as bioships require (essentially) new code. 5ish files are touched per item, and 2 icons need to be generated. I am not artistic, so it takes some time to get something reasonably okay for mass use. Working on it!

@2412127720
Working on it!
Hellshiver  [作者] 10 月 18 日 下午 10:26 
@big chungus qi
Is it up to date? I see they reference Sam_'s version, but I've made changes to the localization file. More are coming with the update. Just wanna check that it's working before I list it.
big chungus qi 10 月 15 日 下午 9:46 
Hellshiver  [作者] 10 月 8 日 上午 11:19 
@Dog
To confirm, are you referring to Space Fauna or Bioship Titans?

Have not looked at the new Bioships yet, and would be surprised if ANY reactors from this mod worked with them.
Hellshiver  [作者] 10 月 7 日 下午 7:57 
just a person ? 10 月 6 日 上午 10:07 
there should be update artilery computer chip for corvette, also please update base power number to % power power for auxilary reactor.
2412127720 9 月 29 日 上午 12:56 
Update!
Hellshiver  [作者] 9 月 18 日 下午 12:14 
I had concidered it previously, but we are able to reach 100% armor/shield hardening as is. Adding higher percentage modules removes the choice to go full hardening or not, as it would become far too easy to reach the caps with room to spare.