Stellaris
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A Deadly Tempest [3.13.☠]
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20 Mar 2020 @ 12:33
2 Eki @ 7:29
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A Deadly Tempest [3.13.☠]

FirePrince tarafından 2 koleksiyonda
FirePrince's ADT Recommendations 3.0+
53 öğe
FirerPrince Stellaris
40 öğe
Açıklama

Ever wanted to be able to shut down access to the L-Cluster while an Awakened Empire, Horde, Crisis, or some other empire threatening you is ongoing? Just want to be Tall but isolated in the L-Cluster? Ever wished that the Gray Tempest was more of a threat with the sweet rewards of Nanite technologies, being able to build Nanite ships, use the Gatebuilder weapons and bombard worlds into Nanite Worlds, then terraform them into something useful (and Xenoless)?


A Deadlier Tempest
The Gray Tempest has been improved, not only do they now make use of the more higher end-ship technologies, but also once every two months their fleets will spawn a ship to replace the numbers that the fleet has lost in combat. However, if they do not have a mothership class within the fleet, then they have lost their spawning ability. How this works is that the fleets will keep spawning new ships, until they have reached a fleet size of 11. If it is the mid-game this changes to 21, and finally at the late-game, their fleets can reach a size of 41 ships in addition. Once at the late-game they have a very small chance to spawn a Mothership class instead of an Interdictor class. Additional fleets start spawning once the mid-game or late-game points are reached, meaning you in a race against time to end the threat quickly before it gets out of control. (Spawning chance is now ca. 57%, from vanilla around 36%. If you want more, take the Never Empty L-Cluster mod.)

Control Access to the L-Cluster
Finally once you research the L-Cluster Access Control technology, you will get an unique decision, that allows you to close or open the access to the L-Cluster. However in order to do so you must have also the (Gateway Activation) technology researched and be in control of Terminal Egress. The decisions are at your capital.
On the plus side, if there is ever a crisis you cannot beat, you now have a safe retreat while the galaxy burns behind you. (I recommend getting the Gigastructural Engineering mod to build all that population space your going to need for all those refugees or just your pops one or the other.)
● Stand-alone mod: L-Cluster Access

Buildable L-Gates
You can build L-Gates, however the L-Gates must be built at a black hole. The visual representation of the two states is now conspicuous like normal gateways. (In fact the vanilla game has already unused/inactive entries for this, as I see now this was used in the first release of 2.1 Niven, if you see old release pictures with blue gates.)
● also in L-Cluster Access

Nanite Technologies
For your hard struggle against the now deadly Gray Tempest, not only do you get access to the L-Cluster's resources, but new Nanite technologies such as being able to research, the means to produce the Nanite resources yourself, the weapons used by the Gray Tempest and others. You must have finished the L-Gate chain and Nanite resources in order to research and use the Nanite technologies.

Buildable Nanite Ships
Once researched you will be able to design and build Nanite ships. Now these ships do not have an upkeep, but their designs are somewhat inflexible, they still use up fleetcap and can only be build from starbases that have the Nanite Foundry building. This building is expensive and has a massive upkeep just to keep it running.

Nanite Bombardment
Once researched this bombardment stance works much in the same way as the Armageddon Bombardment stance, with the exception of a Tomb World the planet is instead turned into a Nanite World. The bombardment requires you to have researched the technology and have either the Indiscriminate or Armageddon Bombardment polices.

Terraformable Nanite Worlds
Once researched you will be able to terraform Nanite Worlds into what ever world you wish.

Nanite Bonuses
This mod also includes a number of technologies that give empire wide bonuses. With the technologies that give the old Nanite resources bonuses are just the tip of the ice asteroid. Bonuses such as increased ship hull and armor with and small (+1 hull +2 armor) regen, faster building and cheaper ships, etc.

Nanicist and Nanite Drone Jobs
These unique jobs allow an empire to create Nanites for their use. In order to build the buildings that produce their jobs, all you need is the Nanite Transmutation tech (vanilla technology), and you can start building them.

Nanite Replicators Buildings
With the help of some energy and Nanites you can build buildings that can create food or raw minerals. Buildable once you have the Nanite Transmutation technology.

L-Drakes
Are a little stronger and friendly to the Tempest as they have in vanilla only about 1/30 strength of an adult Ether Drake. (Spawning chance is now 100%, from vanilla around 21%) Some mechanical space guardians are neutral too.. New matching event picture.[stellaris.paradoxwikis.com]Buildable L-Drakes are green: WIP

The Gray
Has another kind of appearing chance (due the remove of the empty cluster outcome),so there is a small depending chance to get him anyway, if the cluster is not empty. Is also slightly strengthened as army and ship. If you want the maximum spawn chance, you can get the Never Empty L-Cluster or Crisis Manager - Mid-Game Edition. s.b.

More…
AFE Gatebuilder, Tempest can capture ships from mechanical enemies…


Should be savegame compat, except parts of the build-in compat. for the Crisis Manager.
For more see this thread.

If you remove this mod on an ongoing game – before the L-Cluster was opened – this could lead to inoperable deactivated L-Gates (if don't use L-Cluster Access instead).

Localisations
● 🇺🇸 (fixes – Ragadad)
● 🇩🇪
● 🇪🇸 – Darh (also as fallback for braz/por)
● 🇨🇳 – LunarTraveller
● 🇷🇺 – Hann (21.Sep.2023)
● 🇫🇷 – by Cerodan (29.Jun.2024)

If you want to help with translation, check out GitHub s.b.

Planning
● Extra Casus Belli for preventing the danger of opening the L-Cluster
● More special events and interactions with Gray as the Ultimate Nanite Entity

Credit
● Spartan878 who initiated this mod
● NaK1119 for the Crisis Manager
● Twink315 for some stuff from his Dessanu

Requirements/Slightly Recommendations
● Only one menu mod is "required" if needed
● The shipset is only soft "required" (partly included)
Ships in Scaling Patch
The Great Khan Expanded
Mod Collection



Legacy ADT 2.5–2.6
● GitHub repository – ADT 2.7–3.*[github.com]


[discord.gg]
Popüler Tartışmalar Tümünü Görüntüle (4)
138
12 Eki @ 9:27
SABİT: Compatibility and Bug Reports
FirePrince
50
8 Haz 2023 @ 12:22
SABİT: Suggestions, Ideas
FirePrince
0
16 Eki 2021 @ 19:25
SABİT: Tech Tree
FirePrince
884 Yorum
Slade Scorpio 17 Eki @ 13:30 
Hello! Is this mod compatible with L Cluster Plus? Where you can start in the cluster.
Merciful Fury 14 Eki @ 9:56 
Write pls when full NSC compatibility will be added. (in battle tactic modules, research cruisers etc)
FirePrince  [yaratıcı] 2 Eki @ 11:05 
The Sins of the Prophets Update has unnecessarily (IMHO) included a full NSC ship size file (which also overwrites vanilla - even the old extra NSC patch mod has not such file included). This completely collides with the included NSC compatibility in ADT (without chance to solve this - except enabling NSC).
FirePrince  [yaratıcı] 1 Eki @ 2:46 
After another quick test, I can now reproduce, but only when NSC3 is missing (which seems recommended for the Sins of the Prophets Update?)! I still have no time to look deeper.
Human_me 29 Eyl @ 7:55 
@The Witch-King - Thank you!! I've been having the same issue myself and have a ton of mods. I was about to give up then saw your comment. Disabling those mods fixes the problem.
FirePrince  [yaratıcı] 28 Eyl @ 4:01 
@The Witch-King: THX for looking into it, unfortunately I still can't find a conflict or even reproduce it. For now I just upload my actual version.
The Witch-King 27 Eyl @ 7:36 
I had the same issue as Kovra and Kamen Rider Nexus with disappearing battleships and Titans so I did some experimenting. Now I use a ton of mods, so it took some trial and error, but here are my results:

All mods enabled: No battleships and Titans in the ship selection during empire cration. No autogenerated designs in game, but manual design of these ships was still possible.

Deadly Tempest disabled, all other mods enabled: battleships and Titans are visible, issue resolved.

Deadly Tempest enabled, all other mods disabled: battleships and Titans are visible, issue resolved.

Conclusion: mod conflict.

Further experimenting showed that (in my case at least) the Sins of the Prophets mod (https://steamproxy.net/workshop/filedetails/?id=751394361) was the offending mod. Disabling this mod (including the 3.12 patch: https://steamproxy.net/sharedfiles/filedetails/?id=3306747204 ) fixed the issue for me.
A Phantom Pain 25 Eyl @ 8:41 
I've got my friend gathering up info now in hopes that we can point out whatever might be causing the issue. Does Tempest have a history of conflicting with other mods that mess with the games' ships? We are running a fleet overhaul mod that adds a bunch of new ship classes and messes with them somewhat, so we figure it could've messed with the Mothership and Interdictor in terms of their costs.

The mod in question is NSC, and it's a naval overhaul that adds a bunch to the game in terms of fleets, ship classes, and fleet customization.
FirePrince  [yaratıcı] 25 Eyl @ 7:35 
@Seraph: they are different. The strength is bot controlled. The recent vanilla buff is only less than half applied in this mod.
@Inerael: no
@ A Phantom Pain: hm ok, lets take a look
A Phantom Pain 24 Eyl @ 23:59 
A question: The whole thing with upkeep is supposed to mean that interdictors and motherships don't suffer from upkeep as they should only cost nanites to build, correct?

I'm asking because myself and a friend are playing through a cooperative campaign and so far we've noticed that the ships don't just cost nanites, they cost a bunch of other resources [alloys and strats] to build -and- they have upkeep on them, for some reason. We're assuming this is a mod conflict but just wanted to make sure.