Stellaris

Stellaris

Playable Guardians
Showing 1-10 of 27 entries
< 1  2  3 >
Update: 13 Dec, 2017 @ 11:26am

December 7th, 2017 - V4.0.2

Updated defines file to match NSC (now improved) ship spacing formula.

Update: 7 Dec, 2017 @ 11:20am

December 7th, 2017 - V4.0.1

Updated Mod for Patch 1.9.

Update: 19 Nov, 2017 @ 6:50pm

EMERGENCY BUGFIX V:
  • Fixed issue where the AI attacking the Carrack Pirate Galleon left the Galleon disabled with a useless special project versus blowing up and respawning elsewhere.
  • Reduced all system spawn distances by 50% due to in-game measurements being longer than expected.
  • AI should now only attack Guardians if they have an 80K fleet versus "old" 60K Fleet define.

Update: 18 Nov, 2017 @ 1:04pm

EMERGENCY BUGFIX IV:

Additional fix to Technosphere relation flag to avoid multiple event chain starts for one player with the same Technosphere.

Update: 9 Nov, 2017 @ 5:16pm

EMERGENCY BUGFIX IV:

Fixed issue with establishing relationship flag with Technosphere, preventing any "help" events from working properly.

Update: 3 Nov, 2017 @ 7:52am

EMERGENCY BUGFIX III:

Emergency bugfix to fix CTD caused by attacking and destroying the Technosphere.

Update: 1 Nov, 2017 @ 6:44pm

EMERGENCY BUGFIX II:

Further safeguards to prevent the Drake from remaining after retaliations.

Update: 1 Nov, 2017 @ 6:24pm

EMERGENCY BUGFIX:

Fixed issue where Drake would retaliate against an empire then remain in that empire's system without returning home.

Update: 1 Nov, 2017 @ 10:19am

November 1st, 2017 - V4.0.0 - Efficiency/Improvement Update

A new game is HIGHLY RECOMMENDED, but not necessarily required.
  1. Merged Folk's Automated Behavior Adjustment mod into Playable Guardians to fix issues with ship behaviors. Merged with permission.
  2. Added option to switch which player is the Playable Guardian Control Player, so that (eventually) the "desired" player will have control, host or not.
  3. Made a "cancel postpone" option for the Playable Guardian Features Menu so players can cancel their Playable Guardian postponement decision at any time. Also, disabling the Playable Guardian Feature itself will end the postponement.
  4. Overhauled the Guardian Event file even further to fix numerous issues, including long known issues about the Technosphere & Drake events.
  5. Overhauled the Hidden Paradise system, removing the Gaia world for a Ring World and increasing the difficulty of the Guardian.
  6. Fixed Dimensional Horror so it will be able to turn on command, and hopefully automatically turn to engage enemies to fire its "mouth lance."
  7. Removed the Wraith spawning in doubles because it made them become far too powerful.
  8. Changed Wraith "countdown timer" from 5 years to 15 years to give players more time to prepare for the recently boosted Wraith.
  9. Wraiths should now avoid Enclave systems if they are allowed to roam the galaxy unchecked.
  10. Wraiths will now enter systems within empire boarders, but will not enter any capital system. Wraiths will avoid Fallen Empire space.
  11. Corrected "assumed" capital tiles on Guardian planets to produce energy versus food. All Guardian habitable worlds will now spawn different resources in random values.
  12. Add notification messages for all players if the AI or another player defeats a guardian and tells them a new system has spawned somewhere.
  13. Fixed certain Playable Ether Drake spawn options from producing the wrong color or incorrect FTL Drive. There may still be more.
  14. Changed the military power the AI will try to get to engage Guardians from 40K to 60K.
  15. Update localisation so that if the player has postponed Playable Guardians, they have a better option desc than "I already have a Guardian," which makes no sense.
  16. Updated a lot of localisation to fix grammatical issues/errors. This is the one thing that will never, ever end.

Update: 1 Oct, 2017 @ 5:58pm

Release Emergency Bugfixes IV:

Fixed numerous minor issues. Yes, we're at that point now.