Stellaris

Stellaris

Playable Guardians
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Update: 28 Sep, 2017 @ 7:22pm

Release Emergency Bugfixes III:

Fixed event image for the "global" Playable Guardian menu.

Fixed the Playable Guardian Reward message constantly repeating.

Update: 26 Sep, 2017 @ 10:18am

Release Emergency Bugfixes II:

Fixed the Enigmatic Fortress solved flag to restore mod compatibility.

Update: 26 Sep, 2017 @ 7:43am

Release Emergency Bufixes:

Nerfed the "unstoppable" Wraith, but this still needs some testing.

Update: 25 Sep, 2017 @ 2:06pm

September 25, 2017 - Version 3.0.0
New Save Game is HIGHLY RECOMMENDED
  1. Overhaulled the Playable Guardians to include FTL Drive choice of all 6 FTL Drive types in-game. Adjustments were made so that "cheat codes" for each Guardian, each color, and each FTL drive could remain intact.
  2. The Baby Drake (named "Dragonfire Baby") is now available as a Playable Guardian, with more powerful weaponry but less hardy than their "grown" counterparts. They become available in the Repository after you hatch the original.
  3. The "Drake Egg Incubation" Special Project will now randomize the color of the Baby Drake that hatches to any of the available 13 colors available with Playable Guardians.
  4. Special thanks to Folk, the ENTIRE Enigmatic Fortress event system has been overhauled to allow for multiple Fortress and event chains, which was found to be previously impossible without this overhaul. Also, the Enigmatic "reward" tech is now of your own choosing.
  5. Overhauled the Guardian Event File in general so many major bugs could be fixed, including fixing the Artist Enclave events so they should function properly and the Enigmatic Fortress events noted above.
  6. The "Gestalt Consciousness" Ethic for Hive Mind will not get a "free pass" on the Enigmatic Fortress event chain for no reason whatsoever. If you play as a Hive Mind, you'll have to solve the Fortress like everyone else.
  7. There is now a special reward for any Player that can conquer all the Playable Guardians (except the Carrack Pirate Galleon). No, I won't tell you want it is.
  8. Added Orange, Violet, White Wraiths to vanilla events to be randomly spawned in like Blue, Red, or Yellow. New Black Wraith created and also added to vanilla events. Ask the Curators for updated information on Wraith weaknesses, as some have changed.
  9. Changed all the Playable Guardian system habitable planets to be 25-tile worlds with rich resources; Gaia worlds are balanced, and each of the 3 habitable world catagories (dry, frozen, wet) each have their own unique setups, being richer/poorer in certain resources.
  10. Overhauled Carrack Pirate Galleon coding so that only NSC Players can pass through the check so that the Galleon becomes available for capture, respawns if destroyed by AI.
  11. Added Technosphere hacked flag to Playable Guardian Repository so that method will actually unlock the Technosphere option.
  12. Technosphere rewards now include "fixed" NSC Reactors if the NSC Components are activated when the rewards are given. Tweaked other reward values.
  13. Adjusted the Technosphere help failed message so that it is once per player country for multiplayer, versus only the first player to fail receiving it only.
  14. Adjusted the Dimensional Horror systems so the black hole gives the appropriate number of resources: 10 of each research and one Dark Matter resource.
  15. Adjusted the chances of the Stellarite "Back From Whence It Came" project so that the chances of getting the Gaia World over the Tundra World is now 85% versus the vanilla 70%.
  16. Adjusted the timers on the Dragon Armor and Dragon Egg events so they take half the time they previously did. Dragon Armor now 50 years versus 100 and Dragon Egg now 100 years versus 200.
  17. Fixed the Ether Drake Fleet Name so that it has localisation.
  18. An extensive sweep of the localisation was preformed to hopefully fix most spelling & grammatical errors, along with better wording in needed areas.

Update: 21 Sep, 2017 @ 7:57pm

September 21st, 2017 - Version 2.5 - Compatibility Update

Updated mod to "function" with Patch 1.8, although not necessarily "balanced" or "compatible" with Patch 1.8.

Update: 4 Aug, 2017 @ 7:20pm

August 4th, 2017 - Version 2.2 - Compatibility Update

Updated the government_view.gui in the mod so it will overwrite Ethic&Government Rebuilds while also including the changes from that mod so that compatibility is restored.

Update: 31 Jul, 2017 @ 4:50pm

July 31st, 2017 - Version 2.2 - Energency Bugfix Update

Corrected an error with the Dimensional Horror Playable Guardian flag that allowed other Playable Guardians to be built even though the ability should be blocked.

Update: 31 Jul, 2017 @ 10:29am

July 31st, 2017 - Version 2.2 - Minor Bugfix Update

Fixed/improved a lot of localisation.

Update: 23 Jul, 2017 @ 1:59pm

July 23st, 2017 - Version 2.1 - Compatibility Upgrade Update
  • Updated Playable Guardians to have compatibility with Had's Mod Collection (and any other mod with a "menu") within the mod itself, making any compatibility patch unnecessary by simply adding a "mod manager" window before the Playable Guardians Menu.
  • With the addition of the Playable Guardians Menu, it created weird conflicts with compatibility of NSC Streamlined due to differences in what was required in the menu for both mods and load priority, which made Playable Guardian Standalone's needed options... unavailable. Updates to NSC Streamlined and this mod have addressed these issues and hopefully restored compatibility without offering unnecessary options for either mod.
  • Fixed & improved a lot of localisation.

Update: 21 Jul, 2017 @ 10:08am

July 21th, 2017 - Update 2.0 - Oragnization, Choice, Compatibility Overhaul
New Save Game is HIGHLY RECOMMENDED
  • Added Playable Guardians Menu. What does this do? It removes the clutter from the game start, controls all Playable Guardian choices, and gives information about how Playable Guardians works. How does it work? Go to the government view and find out, and be sure to read the new pop-up message at game start.
  • Playable Guardians now has a System Spawn Control Center (inside the Playable Guardian Menu), allowing you to spawn in Guardian systems whenever you want as much as you want, along with the "creature home systems" with some tweaks.
  • Playable Guardians is now much more save game friendly, allowing you to have all features of Playable Guardians up and running mid-game, however, I strongly recommend you do this near the end of a year, as this "need to update" is checked yearly.
  • Fixed the Playable Guardian Technosphere being "too easy" to aquire by correcting Paradox errors. Now you must "truly & successfully" help it in order to unlock it. Also added a new option where the extremely rare "sucessful" Technosphere hack special project can also produce the Playable Guardian.
  • Altered the vanilla Guardian Wraith Pulsar Survey event so that the timer is 5 years instead of 40 years. Also, 2 same-color Wraiths could appear instead of just one.
  • Fixed the vanilla Ether Drake coding so that the "Dragon will chase you outside it's system" events should now work properly. Don't engage it unless you're sure.
  • You now have an equal chance to get any of the Enigmatic Technologies after successfully completing the vanilla event chain (reactor/shields were lower).
  • New Compatibility Patch Mod added for compatibility between Playable Guardians and Had's mods (Autobuild, Board That Ship, Harder Invaders, etc) since our mods both edit the same gui file to add our respective menu buttons.
  • Updated and completed compatibility between Playable Guardians and Zenith of Fallen Empires.
  • Numerous random bugfixes and improvement tweaks.