Stellaris

Stellaris

Stargate Contingency
Showing 31-40 of 112 entries
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Update: 26 May, 2023 @ 8:08am

-Moved Psi Energy to be listed with strategic resources (in order to fix unity income visual bugs and broken button redirecting to traditions)

Update: 23 May, 2023 @ 7:19am

3.8 Compatibility Update

Update: 5 May, 2023 @ 2:38am

-Psionic Masters Psi production 1->2 and Unity upkeep 25->50 (in order to improve building slot efficiency)
-Psionic Crew component costs halved
-Psi-Unity ratio increased to 1:20 from 1:25

-Asgard/Vanir Core X Dark Matter cost reduced by 60% (used to be way too expensive for the bonus they gave)
-Vanir Improved Ship Computers now require tech_global_research_initiative instead of tech_sapient_ai (the tech should come earlier now to make a bigger impact)
-Added another tier of Computers to the Vanir, after their second AP is unlocked they can equip their ships with computers that give combat stats instead of science (this is to reduce unnecessary energy upkeep without losing the ability to cloak)
-Added Extra Large weapon to the Vanir (now they can properly equip their titans)

-Reduced ZPM Production facility upkeep by 1 Rare Crystal per month

-Goa'uld can no longer turn robotic/machine/lithoid pops into Jaffa

-Wraith can no longer select Nihilistic Acquisition (they can innately abduct pops)

-Clicking on unity should properly open traditions screen now

Update: 25 Apr, 2023 @ 9:13am

-Added Vanir Lightning Gun (M and L slot, anti shield)
-Vanir Resurgence now requires both Vanir Lightning Gun 5 and Vanir Dark Matter Cannon 5

-Added Goa'uld Naquadria Reactors
-Goa'uld AP now needs Goa'uld Reactor 5 and Goa'uld Shield 3
-Goa'uld AP now grants Anubis Shields, Naquadria Reactor and Anubis Flagship technologies upon activation (instead of having to research them separately)
-Updated Goa'uld Symbiote tooltip to explain the pop conversion events

-Adjusted weapon max range/min range/firing arc
-Added ai_tags to weapons

-Fixed hyperdrive 4 not giving disengagement chance
-Added Line computer to titans

Update: 8 Apr, 2023 @ 2:11am

-Capital buildings now provide additional 5-10-15-20 max energy/mineral/food districts instead of a flat 10 (allows to better specialize bigger planets, especially capitals
-Removed Vanir Plasma Cannon X tech (unlocked with Ascension perk)
-Added Vanir Cannon X icon (for now a placeholder)
-Added Asgard Power Core X for Corvette/Destroyer/Cruiser
-Added Vanir Power Core X for Corvette/Destroyer/Cruiser
-Added Ancient Beam Weapon to the Vanir (they were missing a T slot and could not properly equip the citadels)
-Vanir Plasma cannons suffer less reduction against shields and in return they deal less damage against armor (being the only weapon for the Vanir early game, they felt weak especially against tech races)
-Changed Vanir Plasma Cannon tag from "long range" to "gunship"
-Added artillery weapon tag to Dark Matter Gun
-Renamed Vanir ruler to Loki (Thor was leftover from copy paste)
-fixed Asgard Civic tooltip localization
-fixed Vanir plasma cannon x localization
-fixed Vanir DM cannon localization
-fixed Vanir Improved Ship Computer tech localization
-fixed Vanir Rebirth AP tooltip localization
-Removed Vanir Resurgence AP tooltip (it was not needed)

-Void Seekers no longer start on a Paradise World (AI couldnt handle it)
-To make up for the lost Psi Energy income and the ability to spawn Gaia planets early the Void Seeker no longer have a 0.1 factor on their wormhole tech (should show up more reliably allowing earlier expansion)
-Paradise and Gaia planets now also have all building slots unlocked permanently
-To block the AI from spamming industrial districts before getting out of the main cluster they can only build them once "wormhole tech" is researched
-All free building slots are now filled with Research Institutes on their capital (in order to speed up their research and the acquisition of "Wormhole Tech")

-Tau'ri AP now also costs 1 ZPM and 15000 Alloys to activate to account for the previously free 150k fleet power Odyssey that spawns upon activation
-Superhives now also cost 15k alloys along with the 3 ZPMs

Update: 5 Apr, 2023 @ 10:58am

-Changed Vanir ship-board science upkeep to Energy instead of CG, in return the upkeep is increased from 0.75->2 per naval cap
-Fixed vanir shields not being linked to a component_set and thus blocking people from manually equipping them
-Changed wraith Super Hive computer from line to artillery

Update: 4 Apr, 2023 @ 11:16am

-Removed Void Matter Converter tech (it had no function)
-Removed Archeostudies tech for the Void Seekers (now they wont get the buildings for minor artifacts)

Update: 2 Apr, 2023 @ 11:32am

-Added Vanir
-The Vanir start on a nuked planet and their guaranteed colonies are also of this type
-Moved Armored Exoskeleton tech to the Vanir (made it a starting tech because they need the habitability for their nuked worlds to even survive)
-Added 40% nuked world habitability bonus to the Vanir (now with all bonuses including 30% from capital they have 90% habitability on their capital planet and 60% on their guaranteed colonies)
-Vanir are blocked out of vanilla cloaking modules but they get it through their "ship_bonus_module" and traditions
-Vanir do not have access to the bio-assembly boosting tech of the asgard/wraith but get their own through other means.
-Added vanir civilian cloaking device (this way science ships are not locked out of cloaking)
-Added Dark Matter Enhanced Vanir Cannon
-Added Vanir tradition tree
-Added Vanir mid-game Ascension perk (re-enables biologic pop growth)
-Added Vanir late-game Ascension perk (unlocks X slot modules)
-Fixed torpedoes not being a starting tech and blocking all other torpedo research
-Fixed titans not having a ship_bonus_modifier slot (had double aura slots instead)
-Removed ship_upkeep modifier from crew modules and added flat alloy and energy upkeep instead (the 30% upkeep increase skyrocketed their consumer goods upkeep without increasing research output on their ships)
-Reduced Asgard Dark Matter Core evasion bonus 40->20
-Reduced Asgard Ion Cannon X attack speed slightly (overall dps for L slot 66.6->62.5)
-Science Directors no longer get reduced consumer goods upkeep when producing dark matter (for both Asgard and Vanir)
-Ship veterancy no longer gives evasion bonus but gives more raw stats
-Ancients now start with robotic workers researched to help with their growth rate
-Ancient now start with robotic assembly plant on their capital (replacing 1 of 3 labs)
-Ancient now have a robotic assembly plant on every new colony

Update: 27 Mar, 2023 @ 2:11am

MOD UPDATED TO 3.7 AND ADDITIONAL CHANGES
-Asgard Automated Industry now only works on planets with at least Planetary Capital building (this is to prevent an exploit when the player can get free income from new colonies with 0 effort or drawback)
-Asgard Ecumenopolis districts now also increase upkeep when providing "Automated Income" of Alloys or CG (Already the case with industrial districts but Ecumenopolis was overlooked)
-Asgard now get less flat growth from upgrading capital building AND have fewer technologies to increase the overall growth (they should not have as much growth as replicators)
-Asgard Dark Matter Institutes can now be built on planets with planetary capitals
-Asgard Dark Matter Institutes can now be upgraded if the planet has a fully upgraded capital
-Reduced Asgard L Shield X regen 62.5->50
-Fixed Asgard Curiosity tech not applying the amanities bonus to scientists

-Ancient Drones can now be used on defense platforms
-Ancient Council Building removed
-Ancient now start with an additional science lab (instead of council building)
-Ancient now gains Council Members through their tradition tree (saves a building slot)
-Ancient can no longer access Discovery tradition tree
-Ancient now also gets the Powered Exoskeleton tech (since it originates from them)
-In return Lantean Heritage replaces Discovery with better bonuses
-ZPM Production Facilities can now be built on planets with planetary capitals

-Ascension 1-3 is now a removable trait so it is possible to apply templates of higher ascension level through gene modding
-Ascended pops no longer increase job upkeep
-Ascended admirals ship regen reduced from 25%->5% (was a leftover bug)
-Races that can ascend are now blocked from vanilla ascension path (The Final Stage of Ascension could be blocked by selecting the wrong tradition first)
-Ori traditions now properly show description
-Ori trait now provides the same bonuses as Ancient (since they share a common ancestry)
-Ori civic now also adds 20% global trade value
-Increased Ori L Shield 3 hit points 5875->6000

-Nox stealth modules have been updated to provide cloaking power and now are limited to 1 per ship
-Nox sacred gardens no longer give stability (most of their excess production came from having 100% stability on most planets and it was too much)

-Wraith now has unique battleship sections to field more strike craft
-Wraith relic now has a separate cooldown of 360 days (it wont block other relics and vice versa)

-Goa'uld no longer needs breeding facility in order to turn xeno pops into Jaffa (helps AI in conquest)
-Goa'uld now start with "Slave Colonies" tech researched
-Goa'uld Pyramid of Ra technology gives 10% unity instead of a flat 10
-Added Goa'uld tradition tree
-Colossus AP now only requires 2 other AP to be selected (this way Goa'uld AP can be taken as 4th)

-Jaffa "Hidden Gem" planet size 15->18
-Jaffa growth buff now properly applies after researching "Tretonin Serum"
-Jaffa no longer gets Tau'ri shields (Goa'uld shields are the same)
-ZPM Factories and Asgard Dark Matter Institutes can no longer be built on habitats, resort or penal colonies
-Increased "Minor Artifact" cost of ZPMs 100->1000
-Increased "Minor Artifact" gained from Stargate Expedition. Maximum reward 10->50, most common outcome 5, minimum outcome increased to 3.
-Gaia/Hive/Machine worlds no longer increase pop job upkeep (to better match ecu and paradise worlds that also cost an AP)
-Ecu and Paradise worlds growth bonus reduced 50->25%
-Cloning tech gives growth and pop assembly speed (instead of giving nothing)
-Removed Planetary Fleet HQ building and tech
-Shattered Ringworld origin no longer requires vanilla zero-point-energy tech to clear a specific blocker. Now its set to cruiser tech.
-SGU Traditions now show up first on the list (to make it easier for new players to find them)
-Added localization to "Job Alloy Upkeep" multiplier

Update: 27 Feb, 2023 @ 9:02am

Reverted changes
-Planets under 50% habitability cannot be colonized in order to avoid colony spamming
-New colonies upkeep 8->20
-Machines and robots now only have 70% habitability instead of 200%
-Lithoids now only get 30% habitability bonus instead of 50%
New changes
-minor artifacts are now tradable (will be in next stellaris update anyway)