Stellaris

Stellaris

AlphaMod 2.2.7
Showing 1-10 of 35 entries
< 1  2  3  4 >
Update: 30 May, 2019 @ 2:17am

Lots of tweaks and a few bug-fixes, based mostly on feedback. Thank you!

Including (but not limited to):
Biomass max storage increased.
AI budgeting of biomass tweaked to try and get it to use it more often.
Arcology Project can no longer be used on hostile worlds. (Asteroids are a bit small for that.)
Water no longer a concern on habitats (needs testing, may require new game).
Frozen habitables and Ice Asteroids should always have at least sufficient water (needs testing, may require new game).

I intend for this to be the last update before a DLC release on Tuesday, followed by a round of in-house testing and updating for 2.3 compatibility (which should not require another beta update) and then the first full release (leaving beta).

Update: 20 May, 2019 @ 7:01am

Added machine alternative to All These Worlds perk: Hostile Environment Adaptation.
Added upgrade for Advanced Plastics Manufacturing.
Added upgrade for Processed Goods Manufacturing.
Fixed an issue with validation of pops for the Celebrity job.
Updated texturing for the Orbital Habitat Ring. Thank you Elowiny.

Update: 17 May, 2019 @ 10:37am

Minor bug fixing.
Some tweaking of wealth costs for gestalts

Update: 14 May, 2019 @ 2:09am

The Best Spin Is Bespin Update (CODENAME: ThatPunSucked)

  • Added new Ascension Perk: Cloud Cities. Requires All These Worlds Are Ours and Voidborn perks.
  • Allows terraforming of gas giants into habitable gas giants. Terraforming Candidate not required. Size 16-29 inclusive.
  • Added new planet class: Habitable Gas Giant.
  • Fixed some ascension perks that should have excluded machine empires rather than mechanical empires.
  • Relaxed restrictions on gestalts not being able to exploit hostile habitables.
  • Fixed a bunch of districts that now need to provide gestalt jobs.

Update: 8 May, 2019 @ 2:43pm

Some bug-fixing, including some vanilla bugs that were annoying the crap out of me. I may have inadvertantly fixed a major performance bug with a single line of code in game_rules. Or I'm just overanalysing it. Let me know if you notice a performance improvement in a current game.

Re-balanced some starbase buildings.
Re-balanced Warlords.

Mega-City districts no longer penalise max districts. You read that correctly. The script hoops to stop being able to build them when you have one slot left was too many, due to some hard-code bugs. So they now really are a major upgrade to planets. However, they now directly reduce habitability, produce more crime and have a much chunkier energy upkeep.

Update: 4 May, 2019 @ 8:27am

The Polish and Spit and You Changed Policy Job Provision Again You Ba***** Update (CODENAME: NSCIncompatibilityWantsMETORAGE)

This update is likely to shake-up employment in a save-game, as job provision from policies linked to community districts and swaps has been revised. You can continue your current save-game, but should expect some sudden umemployment, especially of rulers, and potential resource deficits resulting from this.

  • More work on art where it's missing. Still lots to do.
  • Community District swaps, decisions and job provision from business and education policies overhauled.
  • You can now swap between valid district types (community and farming) more freely.
  • You can discontinue specialising districts more freely.
  • District swapping based on ethics changes and planet ownership changes should be more reliable.
  • Community Districts and swaps now tell you what jobs you are getting from policies in their description.
  • Business and Education policy blurbs now provide generic info about job provision from Community Districts and swaps. Refer to the district description, or the updated documentation provided with the mod discussions on Steam if you want to plan ahead.
  • Several community district swaps have had job provision from policies revised.
  • Added two new buildings with giga-relay upkeep, that improve admin cap (amongst other bonuses).
  • Comms Array. This can be upgraded to an Advanced Comms Array, which requires the Databanks Uplink tradition pick.
  • Starbase Relay Center. Requires Courier Networks tradition pick, and a Comms Array or Advanced Comms Array on the planet.
  • Decision filters updated and got rid of the confusing one.
  • Traditional Entertainments can no longer be built once you know how to build Holo Theatres.
  • Mining Operation habitats now have their own colony type.
  • Xenophiles that love Nature Reserves, keep pop count low and avoid too many smelly districts can benefit from a new colony-type, Natural World.
  • Vanilla habitats got some housing and job nerfs. I went a bit mad with those initial buffs I made.
  • Mining Operation habitats got even more nerfing. They were always supposed to be cramped.
  • Mining Operation habitats do mine a bit better now.
  • Ice Terraforming edict is now Terraforming Infusions, and also costs Biomass.
  • Added some new edicts for making use of surplus actinides, ice, giga-relays and plastics.
  • Added new ruler tier entertainer job, Celebrity.
  • Added new specialist tier soldier job, Officer.
  • Both have fairly rare provision requirements I'll leave you to stumble on.
  • Listening Post module got a major buff and is now useful on border stations. Also added a new strarbase specialisation for it. Got rid of its tech requirement, although it's still being mislisted in the tech. Will fix.
  • Put much tighter limits on how much of some resources can now be stored.
  • Lots of bugs reported fixed. If I missed one you reported, report it again. Cheers.

Update: 24 Apr, 2019 @ 10:19am

The Totally Incompatible With Planetary Diversity Update (Codename: SOME_OTHER_MOD)

AlphaMod now requires the DLC Utopia. Frankly, it's a requirement to play the game now. If you haven't already got it, get it.

This update is likely to break a current save-game, as some features are now locked behind new techs and some other pre-requisites. You can continue your current save-game, but should expect some problems using some features that are now gated, until you unlock the necessary gates.

Gated by New Techs

  • Mega-City district swap decision, requires technology Mega-Cities.
  • Industrial Districts swap decision, requires technology Centralised Industrialisation.
  • Toxic World terraforming, requires technology Toxic World Colonies.
  • Frozen World terraforming, requires technology Frozen World Colonies.
  • Molten World terraforming, requires technology Molten World Colonies.
  • Mega-Foundries decision, requires technology Mega-Foundries.
  • Paradise City Domes decision, requires technology Paradise City Domes.
  • Vertical Farms decision, requires technology Vertical Farms.

Other Gating
  • Prep For Terraforming decision on hostile planetoids, requires Terrestrial Sculpting tech or Starhold tech.
  • Prep Moon Colony decision, requires Starport tech or All These Worlds Are Ours perk.
  • Barren world terraforming, requires Starport tech or Terrestrial Scultping tech.
  • Orbital Atmosphere Injector, requires Terrestrial Sculpting tech.

New Stuff
  • Added new Ascension Perk, All These Worlds Are Ours.
    > Provides a habitability bonus for hostile habitables, gives the three Colonies techs listed above, and the Terrestrial Sculpting tech.
    > Also removes the population requirement for Prep Moon Colony decision, and allows more than one hostile planetoid in a system to be prepped (subsequent preps cost more though).
  • World Shaper perk now also unlocks additional terraforming possibilities for already habitable hostile planetoids, as well as more choices for the type of hostile habitable some hostile planetoids can become to begin with.
  • Added new megastructure, a specialised Mining Habitat.
    > Slightly smaller than a vanilla habitat.
    > May only be placed in orbit of a planetoid with an orbital minerals deposit.
    > Research districts are replaced by mining districts.
    > Requires Voidborn perk or both these techs: Starhold AND Mineral Isolation.
  • Added new megastructure, Orbital Habitat Ring.
    > Greatly increases housing and district slots of the planet it orbits.
    > Requires Mastery of Nature AND World Shaper perks.
(Any claims that I ripped off some other mod will be treated harshly, because it's bullshit. No mod can 'own' an idea, not to mention the fact I did specialised habitats first and just didn't update them, and finally re-speccing vanilla entities to re-use, such as the case with the orbital habitat ring, has been done as well, many times. Now, new art, or writing, that'd be a different matter. Still, much credit to the author of Superstructures, which is where I yoinked the habitat ring definition from. I didn't want an orbital farm though. And yes my 'code' can be yoinked by anyone as well. That's a good thing.)

Update: 15 Apr, 2019 @ 10:38am

The Livin' It Up In a Rock Update (CODENAME: BURIED_ALIVE_KHAAAAN!)

  • Added ability to make asteroids and ice asteroids terraforming candidates, after prep with decision.
  • Tech gated the Prep For Terraforming decision (temporarily to some vanilla techs, until I get to overhauling the gating of the mod's features. Cos progression rather lacks atm.). Moved most requirements from potential to allow clause so you can see why you aren't able to use the decision on a particular planetoid.
  • Added new planet classes, Habitable Asteroid and Habitable Ice Asteroid.
  • Added new terraform links for making asteroids habitable.
  • Hostile world terraforming now generates some appropriate deposits and features.
  • Added new colony specialisations specific to hostile world, moon and asteroid colonies.
  • Giga-Relays and Intelligent Plastucs no longer tradeable. Note, they are not removed from the market in a current save-game, and the restriction won't apply until starting a new game.
  • Numerous tweaks to the market value of various non-vanilla resources.
  • Most vanilla starbase buildings have had their requirements moved from the allow clause to the potential clause, and have been extended so as not to be listed if they're already built, to minimise clutter in the list.
  • Planet View got overhauled again. Most noteworthy, district box-grids have more space.
  • Nature Reserve districts and their Ranger job now give a slight habitability bonus.
  • Limited the decisions for Agri district swaps to planets that actually have planetary features for them.
  • Fixed an issue with the Orbital Atmosphere Injector becoming unbuildable. Probably.
  • Non-gestalts get a snazzy new capital type on habitable asteroids that gives some admin cap, because.
  • Restricted a whole bunch of buildings that should not be built on hostile world colonies. Added an alternative housing building for non-gestalts for them as well, as luxury housing made no bloody sense what-so-ever.
  • Hydroponics provides a small habitability bonus on hostile world colonies.
  • Overhauled the water supply code to try and make it work more properly like.
  • Nuclear plants now have some upgrades, unlocked by the ship power techs.

Update: 6 Apr, 2019 @ 7:48am

  • Plastics are now Intelligent Plastics, differentiating them from standard plastic covered by vanilla resources.
  • Associated buildings and jobs updated.
  • Electronics are now Giga-Relays, powerful FTL transceiving components used by advanced comms systems.
  • Associated buildings and jobs updated.
  • Many starbase buildings now have Giga-Relays as part of the building cost. Not like the AI ever built them anyway.
  • Added Alternative Alloys Manufacturing building and jobs. Fuses rare crystals and intelligent plastics to produce an alloy alternative that isn't minerals-based.
  • Hive's Wild Nests district nerfed. Now provide a flat pop growth bonus. Jobs provision changed.
  • Machine's LAN district tweaked. Now provides a flat pop construction rate bonus. Jobs provision changed.
  • Gestalts have a drone equivalent for the actinides utiliser job.
  • Processed goods production now uses no minerals, just intelligent plastics and food.

Update: 5 Apr, 2019 @ 7:56am

The It's A Bug Hunt Update (Codename: OBLIGATORY_ALIENS_QUOTE)

  • More work on making hives playable.
  • Hives now get drones for water processing.
  • Restricted Plastics and Electronics buildings to non-gestalts.
  • Some gestalt jobs now also produce Plastics or Electronics. Multi-tasking, all the appendages.