Stellaris

Stellaris

Guilli's Technologies
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Uppdatering: 3 dec, 2022 @ 9:00

Uppdatering: 7 okt, 2022 @ 23:57

Updated to match game version nr 3.5
Fixed missing economic_category data
Improved the bounty office and trade outpost star base buildings from this mod
Fixed a missing modifier localisation for small defensive platform upkeep

Uppdatering: 12 maj, 2022 @ 9:15

Updated to v3.4
*Fixed various bugs and missing localisation as well

Uppdatering: 12 mar, 2022 @ 5:17

Adjusted some tech triggers with the rare planet habitability techs
Adjusted some tech bonuses to be less strong

Uppdatering: 25 feb, 2022 @ 3:35

Updated to version 3.3 of the game.

Uppdatering: 24 nov, 2021 @ 8:05

Quick Compatibility update for 3.2.
Added exists = owner trigger check for gr_event

Uppdatering: 14 sep, 2021 @ 8:05

• Made compatible with 3.1 Lem update

Uppdatering: 19 jun, 2021 @ 3:24

Updated:

Adjusted some tech weights so techs effecting early game show up a bit earlier
Adjusted some tech weights so some techs are bit rarer giving vanilla techs more chance to show up
Adjusted the rare early game techs (science/construction ship cost/buildspeed) so they are vastly cheaper to research
Improved some AI weights
Rebalanced a few techs and replaced non-functioning weapon bonuses with more generic ones
Replaced some non-functioning tech bonuses with starbase and defensive station bonuses
Some minor typo fixes

Uppdatering: 15 apr, 2021 @ 9:14

Updated to v 3.0.1

Uppdatering: 4 jan, 2021 @ 7:07

The goal of this update was to make the techs less common and make the mod feel better to play with every time you need to pick a new tech to research. Please let me know how it feels.

* All modded techs have had their weights (chance to appear) adjusted to be more rare.
* Most tech bonuses have increased to make them a bit more impactful and to account for the weight changes
* A few techs were changed to be actual rare techs
* Removed the "mechanic" that randomly gave you finished or half finished techs at the game start
* early game science ship and constructor techs only cost 100 research and have been turned into rare techs. Their bonuses have been increased a LOT and these techs stop showing up after 25 years.