Stellaris

Stellaris

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Acquisition of Technology
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404.349 MB
26 Jul, 2020 @ 9:35am
14 Nov @ 6:38am
287 Change Notes ( view )

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Acquisition of Technology

In 1 collection by Frag Jacker
Stellaris enhanced mod collection
72 items
Description



This mod is not Iron Man compatible!

It is recommended to use the Irony Mod Manager:
https://github.com/bcssov/IronyModManager/releases.

Big thanks goes to the Gigastructures Mod for their GUI elements and code provided! Praise the Kaiser!

Join ACOT/AoT Discord https://discord.gg/zUu6SuQgRs


Correct loadorder of mods:
  1. Ancient Cache of Technologies

  2. Ancient Cache of Technologies: Overrides

  3. Ancient Cache of Technologies: Secrets Beyond the Gates

  4. Ancient Cache of Technology: Extra Defines and Changes

  5. ANZ Almighty Stellarborn

  6. Dawn of Ascension (DoA)

  7. Acquisition of Technology

  8. AoT Old Hyperion Model (Optional)

  9. Secrets of the Shroud (SotS)

  10. Kazoi's AoT AI

  11. ANZ VOIDFRAME [This requires gigastructural engineering to be loaded above it]


Localisations for other languages:
  1. Chinese

  2. Japanese

  3. Spanish





If you liked Ancient Cache of Technologies (ACOT) mod, you may have noticed that when playing there exist some missed opportunities for new content. This Mod aims to expand upon the base ACOT Mod experience seamlessy. It will add additional building tiers, megastructures and even new shipttypes. Another mod that I also liked is the planetary shields mod but unfortunately this mod is mostly incompatible. So in this mod I added my own custom shield FX for both the Dark Matter and the Dark Energy (Sky Shield) installation to add the extra bling to your empire.

So if you sit in front of your computer and nod your head in agreement, then this mod is for you!


  • Added new types of Habitats for Fallen and Ascended Empires that specialize in production of Dark Matter/Energy and later even Stellarite. It comes with the decision to turn your old clunky habitats into the new fancy ones.

  • Added a complete building line of Stellarite and Phanon type buildings to grant you that extra oomph for your eyes and ego.

  • Added a complete new eco system for both the Phanon and Stellarite Tier.

  • Added the ability to resurrect your dead biological leaders and even make them immortal in the process! (Requires Genetical Ascension)

  • Added the Chrysalis Protocol which allows you to immediately convert all xeno pops on your planet into your primary species for a price. (Requires Genetical Ascension)

  • Added Fallen/Precursor variant of the Juggernaut, called Warbarge, to both the Fallen Empires, Ascended Empires and Default Empires. Requires the Federations DLC

  • Added planetary shields for the Dark Matter, Dark Energy, Stellarite and Phanon tier shield generator. They can be toggled on/off via the ACOT mod menu!

  • Overhauled the Fallen Empire starbase models. Each stage has its unique mesh now instead of the outpost model which was used all the way up to the star fortress level.

  • Reintroduced the Alpha Tier building variants for the Nourishment Center, Auto Forge, Dimensional Fabricator, Affluence Center, Master Archive and Class-4 Singularity.

  • Added the option to attempt to assemble the Precursor Databank yourself without having to steal it from another fallen empire or having to simp them until they like you enough to give it to you (Requires you to be an DoA Ascended Empire).

  • Fixed the ACOT bombardment FX not appearing on planets and added a lot more planets to be destroyable via Exterminatus or Annihilatus, including Gigastructural planets!



This mod overwrites pdxmesh.shader so it's incompatible with any mod that does the same.

Planetary Diversity is also fully supported to work with this mod.



Q: Is this Mod compatible with ZOFE?
A: No extra measures have been taken to handle any possible compatibility/redundancy issues. It is recommended in that case to use DoA as it comes with dedicated compatibility with this mod.

Q: Can I run this mod without ACOT?
A: No. It will crash during the loading screen.

Q: Is this mod compatible with Gigastructures?
A: Yes. Most of its planets and habitats can now be properly destroyed by ACOT bombing stances.



Planetary Diversity https://steamproxy.net/sharedfiles/filedetails/?id=819148835

Gigastructures https://steamproxy.net/sharedfiles/filedetails/?id=1121692237

UI Overhaul Dynamic https://steamproxy.net/sharedfiles/filedetails/?id=1623423360

!!!Universal Resource Patch [2.4+] https://steamproxy.net/sharedfiles/filedetails/?id=1595876588

! The Merger of Rules 3.7 https://steamproxy.net/sharedfiles/filedetails/?id=2807759164

Real Space: System Scale/Acquisition of Technology Compatibility Patch https://steamproxy.net/sharedfiles/filedetails/?id=2245219565



The Zenith of Fallen Empires: Secrets of the Fallen Empires and The Zenith of Fallen Empires: Origins they both either disrupt the balance of ACOT+AoT or have features that don't work properly when used with this mod. They are not required per se since this mod should have you covered anyway
Popular Discussions View All (12)
3
19 Dec, 2024 @ 6:58pm
Phanon tech/origin
BlackBird
2
6 Feb @ 12:51pm
How to get runic tech and the Phanon dimensional mirror megastructure?
Chaosnoob5
0
4 May @ 2:32am
15/2000 Fourth-level singularity can't be used
m2a1105mm
1,983 Comments
1806919635 18 Nov @ 11:14pm 
this mod seems have conflict with BPVR and cause the game crashed when loading map, could you fix it? thanks.
Sheebalyx 15 Nov @ 5:21am 
I should specify that the code defining the technology itself is seems to be missing, I did find the code for the building.
Sheebalyx 15 Nov @ 5:19am 
I noticed after playing for a while that the upgrades to the Psi Altar seem to be missing, and after searching the files for the tech ID to force the research, I have found that the code for the alpha tier of the psi altar seems to be completely missing.
Frag Jacker  [author] 15 Nov @ 1:46am 
@sigilstone17: The latest update brought quite some extensive file changes and I suspect STEAM screwed it up. Unsub&Resub to this mod or verify your game files to make sure you mod files are properly synced and updated. I play tested the mod prior so it should work.
sigilstone17 14 Nov @ 2:58pm 
the new update crashes on load
Zardae 29 Oct @ 1:35pm 
(Maybe I should learn from mistakes) I mean the Dark Matter Habitat of course
Zardae 29 Oct @ 1:30pm 
Knights of the Toxic God habitat consecration shows up as an option, but does not properly set the Habitat type, does not spawn the district and the castle.
Turambar 26 Oct @ 12:50am 
There's a bug where a decision that costs 100 Influence requires 100000 influence to be chosen, probably a copy/paste since that's the Unity cost: https://i.imgur.com/O8R2Jvn.png
Aj25 20 Oct @ 2:58pm 
Weird, I havent gotten the higher up ones. Is there any other prereqs required to get it to work?
Frag Jacker  [author] 20 Oct @ 5:52am 
@Aj25: There do exist higher tiers of the clone vats up to sigma. However they require both the Biomorphosis Ascension perk taken and the genetic tradition to be finished. This is base ACoT behavior. To make up for these requirements, powerful Phanon traits await those that chose any branch of the Bio path.