Stellaris

Stellaris

Void Dwellers Expanded 3+
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Opdatering: 17. mar. 2020 kl. 19:47

Trying to fix Paradox Launcher version stamp.

Opdatering: 17. mar. 2020 kl. 19:46

Updated to 2.6. This is a straight update with no new features. Backwards compatible so you can finish off your games. If you need permanent 2.5.1 copy you can download it from my GitHub: https://github.com/OldEnt/stellaris-habitat-start-amaryllis/releases

Federations DLC owners can combine Void Dwellers origin with perks coming from this mod via Children of the Void civic. Players without Federations DLC can use this mod as before (pick Habitat Start starting system and optionally Children of the Void civic).

Note that you can take civic at any point in the game, even if you don't start on a habitat. You cannot take this civic if you choose certain origins (eg. Shattered Ring).

Known issue which popped out after Federations release: Newly created jobs at start won't be claimed (Habitat Captain, Farmers, Miners). Just click ona job to prioritise it and click again to undo. This will fix it. After that play as normal.

Launcher might say the mod is outdated but it's all good. Paradox Launcher is known to bug out on mod updates and will provide correct version number (or something SMH).

As always, please report any bugs, suggest features and enjoy. :)

Opdatering: 9. feb. 2020 kl. 17:34

- Lowered Specialised Habitat decision cost: 200 to 100 influence, 15000 to 10000 minerals, 1500 to 500 alloys, 2700 to 1800 days (5 years)
https://github.com/OldEnt/stellaris-habitat-start-amaryllis/commit/6584864c5c57346590cb3fd58f806813ded92514#diff-fdb52cfb04ec80b8d52481c78101fbb9

Opdatering: 5. feb. 2020 kl. 16:12

- Fixed secondary species habitability change long after game start

Opdatering: 3. feb. 2020 kl. 19:05

- Added a new empire modifier for Children of the Void civic, granted in the second year of the game:
Void Campaign: Habitat build and cost speed is reduced by 50%. Bonus diminishes by 5% every 5 years and disappears after 50 years.

https://steamuserimages-a.akamaihd.net/ugc/796510406231913887/689905F6E1987BC5483FF3A01B8925B4BAC2939E/

Bonus is applied every 5 years so if you already have started a playthrough you will have to wait until year 2201, 2206, 2211, 2016 and so on.

If you want to manually add a bonus during your playthrough click on your empire emblem to open empire window, open a console and type/paste:
effect add_modifier = { modifier = amaryllian_void_campaign_1 days = 1800 }
days = duration (5 years here)
amaryllian_void_campaign_1 - gives 50% bonus.
amaryllian_void_campaign_2 - gives 45% bonus etc.

Full list of modifiers:
https://github.com/OldEnt/stellaris-habitat-start-amaryllis/blob/master/common/static_modifiers/amaryllian_static_modifiers.txt

Opdatering: 31. jan. 2020 kl. 14:48

- Fixed an issue where Elysian Isles habitat pop housing usage modifier was applied without having an ascension perk.

Opdatering: 31. jan. 2020 kl. 12:06

Revision 2 (31/01/2020):
- Added new civic: Children of the Void. Sets habitat habitability. Enables second stage of Voidborne ascension perk and grants access to unique technologies. Orbital Habitats have Captains (or Brain Synapses) who provide Empire unity output modifier which increases per habitat owned.
- Children of the Void does not grant habitat start - you can opt for that in the empire creation menu as previously. Until Federations come out I don't want to change that. We'll cross that bridge when we get there.
- Habitat Captains can be "upgraded" via new reserach options (currently only two).
- Second stage of Voidborne ascension perk: Elysian Isles. Works similar to the Arcology perk, except for habitats. Enables conversion into Industrial, Foundry, Farming, or Fortress Habitat with specialised district, at the expense of Generator, Mining and Research Districts (note that Machine empires will still be able to build Generator Districts).
- Guaranteed habitable worlds have been disabled for habitat start to balance things a bit. This means you have to expand further to encounter any habitable planets. I will probably change that in the future, adding something unique. You can enable guaranteed habitable worlds in common\solar_system_initializers\amaryllian_system_initializer.txt .

If you have already started a game on a habitat you will be prompted about government reform to enable new civic. In the near future choosing Children of the Void civic will be possible only at the start of the game.

As it has always been, OE's Habitat Start is available for all empire and species types.

This mod does not modify vanilla files. If you have a mod which adds additional districts to the habitats an UI mod is recommended, as vanilla game won't show more than four district types at once. (I use UI Overhaul Dynamic).

Source code is available on GitHub https://github.com/OldEnt/stellaris-habitat-start-amaryllis

Please report any bugs and suggest features or balance changes. Thank you for using my mod.

https://steamuserimages-a.akamaihd.net/ugc/796510184546986830/F2CC662B0A16E5AFB3554FB42194D4B266540F4F/

Opdatering: 16. jan. 2020 kl. 21:35

Locales fix - CN.

Opdatering: 16. jan. 2020 kl. 21:31

Locales fix.

Opdatering: 16. jan. 2020 kl. 20:53

100 subscribers! Thank you to everyone who found my mod a worthy addition to their collection!

Changes:
Added Habitat Solar Panels and Composting Plant which grant Technician and Farmer jobs. All empires should now start with a positive income or, in the worst case scenario, with a neglible mineral deficit (Lithoid Hive Mind). Replaced drone depot with maintenance depot for most machine empires.