Stellaris

Stellaris

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Hyper's tech mod (1.8.3)
   
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2 Nov, 2017 @ 6:17pm
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Hyper's tech mod (1.8.3)

Description
The main focus of this mod is research convience, there are 10 techs for research, 9 for increasing research speed, and the last one for increasing research alternatives. The First three techs have been nerfed over time, but then again, they were cheap to research and they stacked. They still stack, but for now, if you research all of the first three techs, the bonus stops at +2000% and 30 additional alternate choices in research. There are more techs, but I won't spoil those.
There has been a few changes since my 1.8.2 version. There are now 18 new techs, 3 for each tier. These new techs block out the other techs of my mod. I also nerfed the number of alternatives the alternative options tech gave from 30 to ten, but that was so I could split it into Engineering and Society, I felt it should not be physic exclusive. So technically there are 20 new techs, but I'm only counting the prereq techs as "new".
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This mod might be incompatible with other mods that override the technology tiers.
9 Comments
Hyperspearman.Swf - TheRyuSword  [author] 2 Feb, 2018 @ 8:34am 
It's up.
Hyperspearman.Swf - TheRyuSword  [author] 2 Feb, 2018 @ 8:29am 
Its stable. I'll upload it.
Hyperspearman.Swf - TheRyuSword  [author] 2 Feb, 2018 @ 8:20am 
Updating the mod for 1.9.1.
Hyperspearman.Swf - TheRyuSword  [author] 9 Nov, 2017 @ 9:00am 
@Karchedon, sorry, I probably should cut down on the levels of the lower tier techs. But this mod is a numbers mod, so I don't know if I will, probably won't. If I knew more about tech modding, and what I can and can't do, and if it works like I hope it would, I'd probably also make it so the stronger versions of stuff was locked behind the max level of the lower tier thing, something I've pondered on how to do since I made a better version of my mod's original techs.
Karchedon 9 Nov, 2017 @ 1:37am 
i guess i will cut lvls of these repeatable technologies by 90%, because as i check the file they have 100 levels on each tier... it is too much for me to dig up in repeatable technologies during mid game when i need new weapons, reactors, sensors, etc...

tech_physics_max_energy_t3 = {
area = physics
cost = @repeatableTechBaseCostTierThree
cost_per_level = @repeatableTechLevelCostTierThree
tier = 3
levels = 100
category = { computing }
prerequisites = { "tech_physics_tier_three_prereq" }
weight = @repeatableTechWeight

weight_modifier = {
factor = @repatableTechFactor
}

ai_weight = {
factor = 1.0
}
mod_weight_if_group_picked = {
repeatable = 0.01
}
modifier = {
max_energy = 1500
}
Karchedon 9 Nov, 2017 @ 1:37am 
well, i have about 4-5 different physics add energy storage branches, there were so many repeatable technologies in midgame that actually more than half of additional research alternatives were your modifiers from physic branch - i was able to research additional energy storage from 4 different tiers at the same time which was kinda annoying ...
Hyperspearman.Swf - TheRyuSword  [author] 8 Nov, 2017 @ 6:06pm 
@Karchedon, which bonuses? The mod should only override one file and add a file full of techs which do things and a file with 18 techs to prevent instant access to them like it was ever since the mod came out.
Karchedon 8 Nov, 2017 @ 11:37am 
well, from my perspective these bonuses are too big, it snowballs very quickly and no one is match for me on the field of physics...and i am a little tired of tens of repeatable technologies which brings only +1% here and 5% there...i am a large interstellars empire with hundreds of planets, am i really not able to invent something new which will be better?!:D and because of these tiers i guess that's the cause why i received 3 tiers of spaceport technology for free... anyway, thanks for your effort, it was nice to test :War:
Hyperspearman.Swf - TheRyuSword  [author] 7 Nov, 2017 @ 6:27pm 
Why does no one ever give me suggestions?