Stellaris

Stellaris

Interstellar Incorporated - A Civilian Space Odyssey v0.2.3 - OBSOLETE
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Update: 7 Feb, 2019 @ 10:16am

2.2.4 compatible

Update: 23 Jan, 2019 @ 10:52am

II:CSO v0.2.3
#BUGFIX: Fixed for Stellaris 2.2.3, which changed "any_planet" to "any_system_planet", "any_planet" now referring to all planets in the galaxy instead of just system planets as before. This caused massive lag and broke features, as many events were now searching the entire galaxy instead of just one system.
#Increased distance civilian ships will retreat to before staying at range
#Starbases with hydroponics bays or nebula refineries will now produce those resources into a local stockpile to be transported, instead of to empire total.
#System freighters now seek out the nearest colony OR nearest starbase with a trade hub. This allows some freighters which are not near a colony to take a shorter trip (and thus despawn faster), before the trade hub sends its own single hub freighter fleet on to the nearest colony.
#Fixes for establishing communications and setting faction hostility with your own and other empires' civilian countries when starting mod midway through a game
#(In progress) Adding policy to decide how armed your civilian ships are, affects unrest and piracy suppression
#(In progress) Adding ship models with different load sizes
#(In progress) Resource calc (iicso.1000)

Update: 23 Jan, 2019 @ 10:44am

Oops.

Update: 29 Dec, 2018 @ 12:31pm

v0.2.2

#Added full list of reactors/thrusters for IICSO ships so those components should now actually upgrade on civilian ships as your tech increases (could do some weird things with ships in games in progress, since I changed the names of the two components which had already been in)
#Added blockade bombardment stance - currently AI won't use it, though. Might want to do something where it's more likely to be used in trade conflicts, for example
#Freighters don't spawn if their solar system is occupied
#Freighters now check if their target planet is being bombarded/occupied for it to be valid
#Freighters now also check for the closest valid colony every time they enter a new system, and redirect there if it's different from current destination
#Freighters now get named according to the most populous resource they're filled with - rudimentary indication of fleet cargo
#Added edict to choose if you're hostile to all civilians, enemy civilians, or no civilians
#Added associated on actions - on war start, on war end, for setting hostility for those with policy hostile to enemy civilians
#Unawakened fallen empires no longer spawn autonomous miner ships
#Miners also don't spawn if there's a hostile fleet in the system
#Tweaked civilian ship computer - they now won't flee eternally into the void of space (trapping the attacking fleet in combat), they retreat to a distance and then hold their range. I want to find a way to just make them emergency FTL as soon as possible, even if not taking damage.

Update: 26 Dec, 2018 @ 11:42pm

v0.2.1

Hotfix for bugs with strategic resource mining stations not sending out freighters (problem was in the mining resources trigger), and amounts over 100 not being fully deposited.

Update: 26 Dec, 2018 @ 4:51pm

Version 0.2 - LE GUIN compatibility update - alpha updates

  • Well, first of all, should now be compatible with Stellaris v2.2 Le Guin. This means that, instead of just minerals, all minable resources should now be transported by freight ships - minerals, alloys, rare crystals, right down to zro and dark matter.
  • Freighter logic has been completely rewritten. Previously, every mining station had one assigned freighter fleet, which would endlessly make trips back and forth between the station and the closest colony. Now, on a quarterly basis, mining stations will spawn a freighter fleet, which will transport their resources to THAT SYSTEM's starbase, and then despawn. Similarly, the system's starbase will quarterly send out a fleet with its system's resources to the nearest colony. This should 1) make the timeliness/reliability of your income from your mining stations better and more predictable and 2) reduce the number of fleets in the air at any one time.
  • Migration ships have been deactivated. 2.2 significantly changes how migration works, and I'm not sure how best to implement ships handling it in the new system yet...

Update: 23 Nov, 2018 @ 8:43am

Initial Upload

Update: 26 Oct, 2018 @ 5:09pm

Initial Upload

Update: 26 Oct, 2018 @ 5:00pm

Initial Upload

Update: 6 Oct, 2018 @ 6:14pm

Initial Upload