Stellaris

Stellaris

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Ancient Cache of Technologies: Extra Defines and Changes
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15. nov. 2020 kl. 9:12
2. nov. kl. 2:10
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Abonner for at downloade
Ancient Cache of Technologies: Extra Defines and Changes

I 1 samling af Chirumiru ShiRoz
PeerawatZ/ShiRoz Stellaris Mod Collections
4 genstande
Beskrivelse
This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. It can however be used without ACOT if you so desire.

#Note : Not all changes are listed below, some may be missed, I will add them in as I remember lul.

Gameplay Changes

    Combat
  • Redefines how fleet power calculation work, reducing overall fleet power, but will fix the "1" fleet power bug. (It may still happen on ridiculously overpowered ship)

  • Fallen Empire Decadence now increases every year by one but has its capped increased to 500.

  • Planet regenerates health twice as fast, but takes twice as long to begin healing.

  • Armies take higher damage from bombardments.

  • Policy now has only 5 years cooldown period.

  • Debris lasts twice as long, gives a lot more experiences but only provides 5% progress.

  • Base Maximum megastructures that can be built increased to 5.

  • Ships will try to readjust their positions based on their tactics much more often.

  • High Tracking Ships will target high evasion ships much more often. Low Tracking Ships will try to avoid shooting at evasive ships.

  • Starbases are much less likely to be targeted if there's defense stations protecting it.

  • Army Morale Damage is reduced by roughly half.

  • Morale is only considered low if below 30% (from 50%)

  • Reduces fleet upgrade time by a lot, but reduces the refund costs for changing components.

    Leaders and Forces

  • Increase Leader Level Cap to 20.

  • Admirals are twice less likely to die in combat.

  • Prevents generals from ever dying in ground combat (they are already not that useful, better to just make them not dead, besides they are supposed to strategize and lead, not throwing themselves into harm's way.

  • Increases experience gains for both leaders, armies and ships.

  • Improves stats from leader level and ship skill levels.

  • Command Limit increased to 1000.

  • Naval Capacity increased to 99999.

  • Starting Naval Cap increased to 40, I know you are relatively new to space travel, but come to @*!@ on, only 20 ships? :P

    Repeatables

  • Reduces most non-economic repeatables to be capped at 20.

  • Realigns some repeatable engineerings to Physics and Society so they don't infest Engineering as much.

  • Readds Hull repeatable upgrades.

  • Many previous repeatables that were capped at 5 has been increased to 20.

  • Fallen Empire will now have repeatables at 20.

  • Research Pact now increases known tech research speed by 100%.

Graphical Changes
  • Make fleets scatter more so they don't clump up.

  • Make missiles spread slightly a bit more so they don't clump up.

  • Reduces Strike Craft's trail length as they tend to look kinda dumb.

Limitations (IMPORTANT)

  • Fleet Powers will start to increase dramatically if evasion goes above 90, and skyrocket if it goes beyond 100. Take exceptional care when designing fleets and takes into account their stats first. This cannot be fixed at the moment because there is no defines that allow for modification of evasion calculation.

  • Fleet Powers can still bug out at extreme lengths (like Stellarborne-tier) but it still works on Phanon (which had above 10m hp)


FAQ


Q: So why do my fleets suddenly have stupidly low fleetpowers?
A: The new calculations make the game less overzealous with how it calculates hull hp, evasions and weapon damage, which also fixes the issue of it not being able to display a fleetpower above 800k-ish without going into 1. (Ship fleetpower, not fleet total power)

Q: Does it actually make my fleets weaker?
A: No, your ship still have the same stats, but events that calls for fleetpower check will require you to do extra works to reach the vanilla score.

Q: Can I use this without ACOT?
A: Yes

Q: Why cap repetables?
A: To keep things realistic, and to prevent the game from actually overflowing. Just how much can you make the kinetic gun fires faster before it can reaches across galaxies in single second?

Q: This seems to be oddly small for an ACOT submod.
A: Wryyyyyyyyy

Q: Who came up with the numbers and balances, can't be you since we all know Panada sucks at balance.
A: The Panada has consorted with multiple dudes to come up with new calculations. Is it balanced? Possibly? Does it work? Yes. Just be glad I manage to fix the 1 fleetpower problem that has been plaguing this game for aeons.

Compatibility

  • Overwrite certain vanilla define stats.

  • Overwrites 00_static_modifiers.

  • Overwrites all three repeatable files.

Credits and Special Thanks to


- Wymorlon for many useful insights and intense debate whether xenophobes should have gene points.

- Velaroz, because hes the calculator. If ♥♥♥♥♥ are broken, blame him lulz.

- Stellaris Modding Den Community, learned many useful stuffs there.

- All supporters. Your sacrifice against the FE will be honored in the New Imperium of Meme.

I have a section on Discord for my mods here
ACOT Main Discord Server[discord.gg]

[discord.gg]

You can also support me on Patreon here [www.patreon.com].
Populære diskussioner Vis alle (2)
1
15. nov. 2020 kl. 10:13
List of Changed Defines.
Chirumiru ShiRoz
0
15. nov. 2020 kl. 12:13
Leader and Skill Level Changes.
Chirumiru ShiRoz
218 kommentarer
Realhollow 2. dec. kl. 9:17 
Hi is there any chance you could add a diplo overflow to this as the Phanon ships you can get make it so your diplomatic power goes to 0 also the Star Annihilator still goes to 1 fp
LegendKillerZz1 30. juli kl. 1:57 
A band-aid fix for this for now while the devs are workinf on this, change shipclass_military_hull_mult and remove shipclass_military_special_hull_mult to ship_hull_mult at the file location of "[Storage Drive that contains your steam files]\Steam\steamapps\workshop\content\281990\2288335512\common\technology\00_eng_tech_repeatable.txt"

I did try to do a little digging within the tech research files and localisation files for the new shipclass_military_hull_mult equivalent, but i couldn't find it, either because im looking in the wrong place or they simply faded it out all together
兽王的克星 12. juli kl. 12:10 
I'm sorry to report that there's a small bug in acot_scripted_triggers_buildings,for the categories for upgraded capitals lacks the hab_system_capital. In this file the major upgraded capital for habitats are "hab_major_capital" but in the vanilla files it is "hab_system_capital".
Szara 1. juli kl. 14:41 
It looks like the shipclass_military_hull_mult and shipclass_military_special_hull_mult were changed in vanilla, so the localisation for tech_repeatable_improved_ship_health (Hull Integrity), which is re-enabled by this mod, is now broken. However the effect still seems to work (at least it did increase the hp of the one cruiser I looked at).
Sazapahiel 23. juni kl. 15:07 
Would be great of the repeatable cap had a toggle or something.
Oxy 22. juni kl. 8:25 
Ok, so I shouldn´t worry about it and just enjoy the game :steamhappy:.

Thanks for the quick reply!
H11DN-D4NG3R  [ophavsmand] 22. juni kl. 6:08 
@Oxy The leader cap is still a thing.
Primary issue with it is that there's nearly No mods out there that actually increases the base Cap.
(Base is 10, max limit being 20).
Oxy 22. juni kl. 6:03 
I should mention that acot reports all 3 submods as active and I see some other signs that extra defines is active such as increased naval cap at start. Its the same irregardless if I play gestalt or normal - not sure that would make a difference but i figured Id mention it.
Oxy 22. juni kl. 6:00 
Love the collection of mods and i use acot, override, secrets beyond the gates and extra defines. It says in the description that leader cap is set to 20 but I have never seen that. Is that something that should be visible because my leaders are all X out of 10 as normal.

Thanks again for a superb collection - I never play without acot these days :)
H11DN-D4NG3R  [ophavsmand] 17. juni kl. 23:58 
Well acot just updated