Stellaris

Stellaris

Space Exploitation
Showing 31-40 of 48 entries
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Update: 27 Apr, 2021 @ 9:50pm

Added a cost check to the yearly checks, so it doesn't do a whole bunch of calculating if it can't do anything with the result.

Removed redundant scripted triggers.

Instead of doing everything on one day, I've done some simple things to spread it out over multiple days, in an attempt to somewhat fix the freezing until I can get a more permanent solution in place.

Update: 27 Apr, 2021 @ 8:26pm

Fixed Moons at game start not being colonized if they are the Cold Barren type.

Resolved yet more scoping issues.

Update: 27 Apr, 2021 @ 11:46am

Fixed scoping issues.

Localized a tooltip thing.

Gave a while loop a limit, so it doesn't trigger 100 times.

Update: 26 Apr, 2021 @ 4:13pm

Fixed a scoping issue.

Update: 26 Apr, 2021 @ 4:11pm

Update: 26 Apr, 2021 @ 3:51pm

Update: 26 Apr, 2021 @ 3:13pm

Spread out colonization of planets to the whole year, rather than all on the one day.

Update: 24 Apr, 2021 @ 10:19pm

Fixed the DMM iplementation to open the terminal properly.

Fixed a loc entry missing a quotation.

Fixed some error log messages.

Update: 22 Apr, 2021 @ 11:27pm

Locked Gas Giant Exploitation behind having the Habitat tech.

Changed the game start Minor Colony script a bit. There is a hard cap of 4 colonized planets that you can get at the start, and the rest of this is just the priority list. First, every moon of your home planet will be colonized(Or every moon of your host planet, if your homeworld is a moon). Second, all asteroids will be colonized. Third, all Molten Worlds will be colonized. And lastly, Barren Worlds will be colonized.

Fixed decisions tooltips (They are still around with the UI, if you *really* want to use them).

Fixed All Mines decision requiring too much space.

Fixed the SR menu decision being able to be clicked if you can't build any of the SR constructions.

Added decisions to fill planets with the SR constructions.

General improvements to the flow of my scripts. They should be less prone to bugs, and it should be easier to find them. Should also be more efficient, but they hardly make lag due to how I've split them up anyway.

Added a UI to control everything from the Country level, including new options. Also has tooltips to explain various things.

Overhauled costs, so building on an easy Barren Planet doesn't cost the same as building on a difficult Molten World. Overhauled costs are as follows:

-Base cost is 50 energy, 100 alloys, 50 minerals. This is the standard cost of building a project on a Barren planet.
-Cost is increased by 50 minerals and 50 energy for a diffcult environment. Molten, Toxic, Frozen fall under this.
-Cost is increased by 100 alloys and 50 energy if built in vacuum. Asteroids and Gas Giants fall under this.
-Advanced Constructions cost Double. Research and Lava Refineries fall under this.
-Research and Alloy Foundries get a Rare Resource cost of 10 added.

Included support for Dynamic Mod Menu. It is now a required item.

Update: 22 Mar, 2021 @ 3:34pm

Properly used empire triggers in the Small Colonies deposit to determine what the upkeep should be.

Fixed the size variable script to always get the proper size, instead of only most of the time.

Halved Governor jobs from the Minor colony deposits.

Actually hid the Construction Complete notifications, I swear.

Limited Exotic Gas production to Gas Giants and Toxic Worlds.

Limited Crystals to Rare Crystal Asteroids.

Limited Motes to Molten Worlds.

Disallowed building only power plants on all planet classes except Gas Giants. Other planet types will still build them to power their facilities, but only Gas Giants can produce it as the primary resource.

Reduced the bonus to energy construction that Gas Giants get. They now only make 1 additional, over the 2 base, instead of 2 more.

Removed random bonus production from constructions.