Stellaris

Stellaris

SciFi Series Tech
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Update: 21 Oct, 2022 @ 12:04pm

New Content:
Star Blazers/Space Battleship Yamato inspired-
High-Pressure Beam Cannons - Weaker start alternative to lasers
Anti-Electron Shock Cannons - Difficult to use midgame alternative to lasers
ARGO System - Aux utility component that adds some armour and armour regen

Heavy Object inspired-
JPlevelMHD Reactor - Alternative start reactor that's more powerful than fission but weaker than fusion reactors
Object - A powerful army with some drawbacks on usage

Civics-
Star Blazers - Unlocks the above mentioned Yamato themed technologies, and increases the likelihood of Wave Motion Gun tech (Regular only)
Object Designers - Unlocks the above mentioned Heavy Object themed technologies (Regular and Megacorp variants)
Highriders - Unlocks three unique planetary decisions which provide some jobs and housing (Regular and Megacorp variants)
Solar Sailers - Allows non-plantoid shipset empires to access the solar sail technologies with some pros and cons attached (Regular and Megacorp variants)
Shipwrights - Provides varying bonuses to ship building based on empire type (Regular, Machine and Megacorp variants)
Trekkers - Provides bonuses similar to being both a spiritualist and materialist empire, with survey speed on top (Regular only)
Argonauts - Increases damage against space fauna, including some leviathans (Regular only)
Quixotic - Provides the bonuses of several civics combined, with some drawbacks (Regular only)

Other Changes:
Used the newly added ability to hide Mining Drone Stations from the outliner, reducing clutter when spamming them
Updated mod flag trigger (again) after adjusting events
Reduced the armour and shield benefits of Hull Polarisation, but added in a hull bonus as well for a weaker but more all rounder effect
This should benefit early game empires slightly more given the variety of space fauna that one might encounter, both in a roleplay and gameplay way, while making the tech uniquely distinct

The biggest update yet!
After this I will be preparing for the combat overhaul, revisiting all the weapons, several techs will get adjusted as well.

Update: 24 Sep, 2022 @ 11:35am

New Content:
Generally inspired-
Tachyon Sails - Alternative start hyperdrive for plantoid shipset empires

Other Changes:
Removed some old tech events temporarily with the intent to revisit their concepts
Accidentally wiped the mining drones spinoff mod compatibility in the process, I've rebuilt it and included a mod trigger for compatability
Updated probes to use science ship names for a more authentic application, and enabled the equipping of dark matter thrusters
Some rudimentary modifier variables based on the new Toxoid content, looking into thematic techs for the set

Notice:
An update on my PC caused some weird stuff to happen with my stellaris launcher, luckily I can still upload from my laptop. Expect slower updates until I solve it.

Update: 1 Aug, 2022 @ 3:18pm

Changes:
Updated Solar Sails starting tech to match the visual structure of other start techs, nobody looks at starting techs anyway but details matter.
Updated localisation for Ancient Ore Grinder Replication to remove specific references to the empires destruction of it, making it less out of place when researching it via the ally spread mechanism.

Still also looking for anyone that can edit/make art for civics/relics/techs I'm starting to hit my limits for things I can come up with reusing existing assets.

Update: 1 Aug, 2022 @ 2:05pm

New Content:
Generally inspired-
Solar Sails - Alternative start thrusters for plantoid shipset empires
Retractable Sails - Ship component obtained through diplomacy with plantoid shipset empires
(Both of these rely on a start tech, and may require new starts to apply)

Other Changes:
Adjusted some tech weights for phasers and disruptors to encourage/discourage certain AI types from using them, specifically with regards to Federation Builder empires
Changed spread of Ancient Ore Grinder Replication tech to be more easily achieved by making it spread directly to all federation allies
Updated some flags for Earth detecting techs to be compatible with the Red Dawn start of Origins Extended
Rebalanced Verteron Array slightly, now consumes a district slot as well


I'm also looking for anyone that can edit/make art for civics/relics/techs I'm starting to hit my limits for things I can come up with reusing existing assets.

Update: 17 Jul, 2022 @ 3:23pm

New Content:
Star Trek inspired-
Verteron Array - Building that improves habitability and reduces terraforming cost for a high upkeep

Update: 15 Jul, 2022 @ 6:26pm

Changes:
Updated stuff on Mining Drone Station so that it doesn't appear on the galaxy map, reducing megastructure clutter

Update: 30 Jun, 2022 @ 11:10am

Changes:
Revamped most the prereqs and potentials of technology to facilitate better gameplay now I have a deeper understanding of their functions
This should streamline a few things for everyone and fix a couple of quirks, it also facilitates compatibility between the standalone Mining Drones offshoot mod and the primary SciFi Series mod for future expansion of both independently

Update: 28 Jun, 2022 @ 1:15pm

New Content:
Star Trek inspired-
Electro-Plasma System Relays - Ship components that give strong bonuses to the detriment of other functions

War Of The Worlds inspired-
Torpedo Ram destroyer section - Unique ship section with one small turret, one torpedo turret and better armour

Warhammer 40,000 inspired-
Alternative juggernaut section, purely aesthetic and easily unlocked for those with a Chosen One leader

Other Changes:
Updated Auxiliary Hangars to be equippable on Titans for combining with new Superbattleship and Supercarrier sections
Updated weapon entity types so that they're not forcefully displayed, makes them compatible with my own original corvette sections as apparently hiding ship components no longer works
Increased output of Industrial Replicators slightly
Some megastructure adjustments

Update: 25 Jun, 2022 @ 1:32pm

New Content:
New display images for mod content

Other Changes:
Expanded Purity Seals effect to include fallen empires as well, the Imperium has no equals!
Fixed a couple of errors in my 'corrected' modifier application

Notes:
Yeah this one was mainly for that purpose
I adjusted a couple of the megastructure events but I'm not truly well versed in all the event scopes yet so I may have overlooked some stuff, let me know if they trigger incorrectly

Update: 24 Jun, 2022 @ 12:52pm

New Content:
Warhammer 40,000 inspired-
Zro Infused Paint - Makes ship go faster, costs zro. "Comes in any colour you want, so long as it's red"
Purity Seals - Ship component that increases damage against xeno scu... endgame crisis factions.

Yamato/Star Blazers inspired-
Superbattleship Titan Section - Alternative titan core that swaps half the turrets for strike crafts and missiles

Farscape inspired-
Biomechanoid Gunship Corvette - Improved Interceptor corvette section, with two extra Aux slots, that costs food to build

Generally inspired-
Supercarrier Titan Sections - Alternative titan sections that swap large turrets for strike crafts
Replica Mining Drone Corvette - Alternative corvette section with unique loadout configuration that costs minerals to build
Replica Mining Drone Station - Single-stage megastructure that produces a small amount of minerals and alloys, can build one per system
Replica Ore Grinder - Multi-stage megastructure that produces a large amount of alloys

Other Changes:
Updated the Iconia system initializer to use the new "NAME_" format Stellaris changed to with Overlord
Completely went through and updated every Aux slot component so they applied all modifiers properly
Updated some ship component icons to be the proper pixel size

Notes:
Boy this was a big update, normally I do one or two things then upload but I just got really into the content for this one.