Stellaris

Stellaris

More Events Mod
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Update: 7 Jun, 2019 @ 11:38pm

v2.9 Hotfix 3

removed rural_districts overwrite, as every district checks for habitable_structure = no (we made an overwrite on that scripted trigger and added our special habitat there)

Update: 5 Jun, 2019 @ 8:37am

v2.9 Hotfix 2
- prevented albino crystal components from showing up
- they are now prevented from being reverse engineerable and require a tech each which will never show up in the tech pool until Beetle gets around to form a decision what to do with it.

Update: 4 Jun, 2019 @ 10:18am

v2.9 Hotfix 1
-updated district files

Update: 4 Jun, 2019 @ 8:59am

v.2.9.0 for Stellaris 2.3 (Ancient Relics Release)
# Additions

## Galactic Features
- Added new "Pale Asteroid" in a random system.

# Fixes and Improvements
- Pushed Broken Clock event into early late game, from late mid game. This would probably make more sense.
- Fixed error in triggers that made Haunted System incredibly unlikely to progress.
- The early parts of the Lost Emperor chain have now been reorganised into an event chain. A special project has been added to help you find out how to defeat Azran (the results remain stickied to the event chain until you win). Also fixed some bugs in the chain, like the anomaly not always spawning on the star.
- Fixed incosistent trigger in crawler storyline event, that caused non-existent country to pop up asking to buy the crawling and allowing you to sell it into nothingness.
- Fixed incorrect argument in crucible's loop of death and introduced a contingency in case Voldareen get killed in unexpected ways.
- Changed the look of enemy ships in the Food Constructor event chain, along with slightly tweaking their stats.
- Fixed a trigger in "From Ashes" chain that prevented assimilators from settling newly obtained pops.
- Reworked first part of the Orila quest into excavation instead of special project
- Shield generators adapted to work on habitats like they do in vanilla since Megacorp (missed that change) but with no graphical effect (like it is already in place for ringworld sections)

# Longform
- Pale Asteroid - study an asteroid with strange white crystals coming out of it.

Update: 16 Mar, 2019 @ 12:01pm

V.2.8.0
# Additions
## Anomalies
- Added new "Crash Landing" anomaly

## Special Systems
- Added new "Haunted" system

# Fixes and Improvements
- Surveyor Probe:
- Alkree homeworld got a fancy new texture.
- Surveyor fleet is no longer considered a boss, which should help communicating its strength and possibly encourge AI to fight it.
- Changed model of the probe and its flunkies, making them look more like a probe.
- Probe will no longer flip to berserker when in player-owned space. Nothing would stop it from flipping right next to player-owned space, but this should reduce needless frustration.
- Probe strength overall reduced, and effectiveness of robotomite garrisons is decreased when fighting Merchants' titan or Avengers. Which should make it more likely they will make it to the probe and fight it, inflicting damage they are supposed to.
- Orphan Gate:
- The country on the other end of Orphan Gate is now called what it should and no technocracy would save them.
- Reduced amount of resources on cluster's planets. Instead Voidhomes are producing resources to sustain the country. Destroying Voidhome would deny Sadrell those resources and anger them permanently.
- Gate opening is firmly pushed into mid-game as the fine folks on the other side have mid-game tech.
- Vazuran Menace:
- raids until 2260 can only happen in uncolonized systems, from then on colonies can also be targeted as before
- reduced planetary devastation from 100% to 50% and 25% with shield
- raids now kill some pops (having a shield reduces casualties to a minimum)
- Vazurans are now neutral to ai empires (their raid damage to them is simulated via events as the ai used to suicide their fleets all the time)
- added followup event after first colony attack that leads to the planetary shield generator tech
- Fixed game rule change to allow countries bombard non-hostile primitives once again. (Still need it to help AI deal with Surveyor)
- Stuck in Glacier anomaly gained a new outcome connected to "Haunted System" addition.
- Space Crystal Attack:
- reworked planet modifiers to newly added planet features
- prevented event from firing during colonisation
- all possible outcomes now also involve rare crystals, the event was a net win before, the way it is now should be even more obvious to the player
- Broken Clock:
- Event activation pushed further away from mid-game start and made their inevitable disappearance back into the time rift more likely.
- Lunar Age primitives got their armies now.
- Final system spawned as part of "Food Constructor chain" will no longer have a broken ring segment like it used to. Instead it gets a unique damaged megastructure that can be repaired into size-12 habitat with extra benefits.

# Longform
- **Haunted System:** Strange signal is being broadcast across the system filled with debris. Solve its mystery and claim a unique ship as a reward.
- **Crash Landing:** A ship crashed on a barren moon long ago.

Update: 27 Jan, 2019 @ 11:50am

fixed multiplayer problem with "The Way" civic

Update: 23 Jan, 2019 @ 7:12am

Removed glavius compatibility entries and files. If anyone wants to use both mods he will need a compatibility patch or expect issues.

Update: 18 Jan, 2019 @ 11:49am

Compatibility is a bitch

had to add glavius' scripted triggers as well to prevent ai from potentially not building districts because of missing triggers...

Update: 18 Jan, 2019 @ 9:59am

updated to 2.2.3 (any_system_planet change)

Update: 17 Jan, 2019 @ 11:21am

Added more missing icons for districts.