Stellaris

Stellaris

Stellaris Tiberium Wars
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Update: 19 Jun, 2021 @ 4:52pm

Fixed a blank event popup

Update: 17 Jun, 2021 @ 1:03pm

Reenabled the decisions to seed uninhabitable worlds with tiberium.

Update: 7 Jun, 2021 @ 10:26pm

Update: 2 Jun, 2021 @ 6:31pm

Raised the threshold for turning a planet into a tiberium world to 4 red zones.

Added a thing to remove all non-tib deposits on coverting a planet into a tib world.

Fixed a scoping issue in the pop infection script.

Update: 2 Jun, 2021 @ 12:08am

Fixed duplicate districts.

Gave the habitat districts an icon.

Fixed missing loc for a pop spreading tiberium event.

Added custom tooltips to the planet event about infected pops spreading tib, to make it more clear what is actually happening for each option.

Fixed the tiberium research building giving gestalts the wrong jobs.

Localized mining station modifiers.

Update: 1 Jun, 2021 @ 1:45am

Made the planet type a planet started as affect tiberium growth, even after conversion into a Habitable or Uninhabitable Tiberium World.

Changed Uninhabitable Tiberium Worlds to not be colonizeable, providing tiberium via mining station instead.

Make the Tiberium Harvest policy affect the tiberium output of mining stations.

Habitats built over Uninhabitable Tiberium Worlds get special districts to harvest the tiberium below.

Properly restricted reactor components. The NSC reactors had to be removed for this.

Fixed events duplicating.

Fixed planets getting multiple Depleted modifiers.

Fixed pop infest events not doing anything.

Reduced tiberium output from districts directly.

Reduced energy output from Red Zones.

Added tooltip explanations to each policy about what exactly they affect.

Removed amenities penalties on everything.

Replaced the habitability effects on the Mutant trait with just +20% habitability on tib worlds.

Changed the Tiberium Protection tech to remove the habitability malus from tiberium deposits instead of providing a boost on tib worlds.

Fixed Criminal Corps being able to build normal branch office buildings.

Fixed Branch Office tib stuff not requiring tib tech.

Update: 18 May, 2021 @ 9:34pm

Picking the Origin actually starts you with the Tiberium Sonics tech.

Fixed a temp variable not being reset, causing massive negative growth.

Disabled seeding of uninhabitable planets until they can be overhauled to not be clearly OP.

Update: 17 May, 2021 @ 7:23pm

Reduced cost of clearing Red Zone and Yellow Zone blockers, to make them in line with the reduction to Blue.

Update: 17 May, 2021 @ 7:10pm

Added checks to growth to transfer Blue Zone blockers into Yellow Zone blockers when a blue zone turns into a yellow zone.

Removed the tiberium depletion point from making blue zone blockers during growth.

Update: 17 May, 2021 @ 6:50pm

Fixed some cases of Sonic Protection not increasing the growth required for a deposit.

Fixed several cases of trees in the growth code completely locking you out unless you have sonic protection on, instead of just making tib growth harder.

Fixed several cases of the growth requirement being backwards with respect to having vs not having sonic protection.

Infected pops now contribute to tib growth. There is a chance they will seed tiberium if the planet they are on doesn't already have it.

Tiberium Usage: Augmentation now makes it more likely for the infestation of pops to progress. Pops are more likely to get infected, and are somewhat less likely to die during the process. They aren't happy about it though.

Added an army damage bonus to the Tiberium Mutated trait.

Changed the Tib Growth event to only pop if tib growth actually happens.

Changed the Guaranteed depletion point during each growth cycle to require at least 10 points of growth to have been gotten that cycle. This does NOT include any negatives to growth points.

Added checks for growth code so it doesn't try to do stuff with the deposits if the targeted deposits don't exist.

Added a variant of the growth popup if tiberium on the planet is shrinking instead of growing.

Fixed an apparent loop in the growth code that prevented it from finding enough Red Zones to turn the planet into a Tiberium World.

Changed the name of the Origin, so it doesn't sound odd.

Added info to the Origin about what it actually does.

Criminal Corps get their own Criminal tiberium buildings now. They didn't much like sharing with regular Corps.

Blue Zone districts should now properly be the last thing on a planet overgrown by tiberium.

Fixed an error where Yellow Zones on Habitable Tiberium Worlds would only progress to Red Zones if all the Yellow districts were built.

Fixed the reduction in deposits checking for having greater than to even be allowed to fire, instead of less than.

Increased the happiness malus from tib infection traits.

Tiberium Usage now influences pop infection. If you don't believe in using tiberium, you should probably just kill anyone infected by it.

Gestalt Researchers don't use CGs anymore. Apparently, they don't make specialized science equipment, preferring to just use the raw materials directly, or just consume energy and be the equipment.

Tiberium Safety now influences production/upkeep of Harvesters a bit more.

Tiberium Safety influence on amentities reduced, and removed entirely from Refiners and Tiberium Researchers.

Lithoids are properly accounted for in job upkeep.

Tiberium Safety now has a wider influence on the happiness of biological pops working in harvester or refiner jobs.

Infection is now also more likely if they are a refiner, not just if the pop is a harvester.

Blue Zone blockers no longer act as though they are blocking Yellow Zones. They now block Blue Zones, still being created when a Blue Zone district has tiberium grow over it.

Blue Zone districts require more growth points for tiberium to overcome.

Reduced cost of removing Blue Zone blockers, down to 200 Energy, and 20 Alloys.

Removed all civic exclusions on the origin except Agrarian Idyll. Tiberium doesn't go well with that.

The Neutral Origin now starts with the Sonic Tiberium Removal tech, so they can remove the Sonic Protection on their homeworld if they want to.

Added missing loc for Colony Types.

Added info to Seeding decisions tooltips about what exactly they do.

Slowed down growth cycles to once a year rather than twice a year.

Added Carrying Capacity numbers to my planets. Empty districts on Tiberium Worlds now provide pop capacity.