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[B@W] Abominus
08.05.24, 11:10
25 EUR für ein DLC... ist zwar viel drin, aber nein, das zahle ich nicht.


https://www.youtube.com/watch?v=gHoimFC99-E


https://www.youtube.com/watch?v=epamNDvcg4s



The Machine Age Expansion Features
The Machine Age ('https://pdxint.at/49z79ho') contains:

Individualistic Non-Gestalt Machine Empires ('https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-337-individualistic-machines-and-machine-gameplay-updates.1647802/')
Gestalt Machine Intelligence Empires (also unlocked by the Synthetic Dawn Story Pack)
Three new Origins ('https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-336-the-origins-and-situations-of-the-machine-age.1635464/')

The Technophants and Haruspex of the Cybernetic Creed will guide their flock to the perfect union of flesh and machine.
A doomed species races against extinction to reach the virtual world in Synthetic Fertility.
Originally designed to build mighty constructions in space, the Arc Welders must utilize that advantage to the fullest to overcome the deficiencies of their homeworld.

Six new Civics ('https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-339-civics-and-structures-of-the-machine-age-and-auto-modding.1657446/')

Genesis Guides - This society is devoted to the creation of emerging species. As the stewards of evolution's potential, they allocate portions of their worlds to safeguard the development of pre-sapient life forms.
Natural Design - This society is adamant that nature has already created perfection in its people's genetic code. They have long devoted their medical and governmental services to the health and preservation of natural, untouched genome sequences.
Obsessional Directive - The primary objective of this Machine Intelligence is the ceaseless production of goods to perpetuate profits, irrespective of their creators being long gone. Nothing can impede their ever-growing production targets.
Diplomatic Protocols - Initially designed for cross-cultural interpretation, this Machine Intelligence excelled at translation and protocol support. They can suggest new strategies and calculate odds at a moment's notice.
Tactical Algorithms - Initially designed for war games and fleet support, this Machine Intelligence's advanced leader bots primarily aim to generate war strategies and optimize combat performance.
Augmentation Bazaars (Requires Megacorp) - A neon-lit maze of corridors, implant vendors and underground hardware clinics catering to all cybernetic implant needs - both over and under the counter.

Two Mid-Game Structures ('https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-339-civics-and-structures-of-the-machine-age-and-auto-modding.1657446/')

Arc Furnace - Utilizing the raw power of a molten planet, the Arc Furnace unlocks otherwise inaccessible minerals and improves system-wide mining operations.
Dyson Swarms - An array of interlinked satellites, the Dyson Swarm is designed to improve the output of stellar deposits.

New Ascension Paths for Machine Empires ('https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-337-individualistic-machines-and-machine-gameplay-updates.1647802/')

Modularity - Replace that which is lesser, augment it, upgrade it, perfect it.
Nanotech - Operating in unison, the tiniest things can topple the greatest of empires.
Virtuality - Only through the sanctified clarity of data can we attain the zenith of fundamental knowledge.

Cybernetic and Synthetic Ascension (also unlocked by Utopia)
Exploration of the effects of the cyberization or synthesization of society, with Advanced Government Forms for those who complete it.
New Species Traits for Cyborgs, Machines and Robots

Including 0-point Background Traits for Machine Empires

13 Cybernetic portraits that change based on advancement through cyberization
9 Synthetic portraits with 9 corresponding Machine portraits that change based on synthesization
Two new Shipsets, Diplomatic Rooms, and City Sets
7 new music tracks synthetic and cybernetic inspired music tracks
A new Become the Crisis Path: Cosmogenesis ('https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-341-become-the-crisis-cosmogenesis.1665800/')
…And a new End-Game Crisis: Cetana, The Synthetic Queen. ('https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-340-a-new-crisis-a-release-date-and-announcing-the-stellaris-season-08.1662209/')

3.12 "Andromeda" Features

Added a button to resync/wait for a resync to the Multiplayer Out of Sync dialog
Added the ability to select to continue playing as another empire after game over
Machines now use modified habitability and lifespan rules rather than largely ignoring them ('https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-337-individualistic-machines-and-machine-gameplay-updates.1647802/')

Lifespan:

Previous "immortality" mechanics machine leaders had, where they frequently died in random accidents, have been removed.
Machine leaders have a starting age of 5-10 years, a base lifespan of 100 years (robots have a base of 80 years), and are affected by lifespan boosting effects.

"Eternal Machine", the Machine variant of "Venerable", makes your leaders of that species immortal rather than increasing lifespan.

Both biological empires going Synthetic and Machine empires will reset their age upon completing Ascension to reflect receiving their new bodies.
Gestalt councilors remain immortal.

Habitability:

Machines (and robots) have replaced their +200% habitability with a habitability floor of +50%.
Machines, assuming they do not take a habitability restricted origin like Life-Seeded, have Dry, Wet, or Cold habitability traits, which grant +75% habitability on planets of the appropriate type and +50% on all others.

Machines that do not take a habitability restricted origin can immediately create templates that use the other habitability traits.


These changes have allowed us to enable a number of previously locked Origins for Machines:

Life-Seeded
Ocean Paradise (Subaquatic Machines)
Post-Apocalyptic (Radioactive Rovers)
Void Dwellers (Voidforged)
Subterranean (Subterranean Machines) - Note that the habitability floor from Molebots stacks with the habitability floor of Machines, granting them a habitability floor of 100% and thus perfect habitability everywhere.


Machine empires can now assimilate other Machines into their primary species, so you can finally force everyone to use the same operating system and charging standard.
Robots (but not machines) are all treated as different sub-species of the same robot species.
Added a familiar Friend after you explore Astral Rifts.(Requires Astral Planes)
Added two new Machine Civics:

Spyware Directives (requires Nemesis)
Astro-Mining Drones (requires MegaCorp)


Improvements

More Machine Improvements:

Machine and Robot Uprisings have a chance to spawn as Individualistic Machines (requires The Machine Age)
Undergoing synthetic ascension now grants species the robot version of various origin linked species traits
Robots and Machines now have the option to select genders. (Indeterminate remains an option.)
Machine Intelligences no longer suffered from additional empire size from colonies
Machine Worlds:

Jobs on Machine Worlds are doubled if you have the Machine World AP
Machine Worlds have a new Coordinator District


Fallen Empire Improvements:

The Fallen Materialist empire now uses cybernetic portraits for owners of The Machine Age
The Fallen Materialist empire's primary species will now have the Cybernetic trait
The Fallen Spiritualist empire's primary species will now have the Psionic trait

Managers, Priests and Telepaths now automatically inherit _add modifers from Bureaucrats in addition to _mult modifiers
The Rackets and Ketlings are now related.

The Ketlings no longer need Mind over Matter to undertake Psionic Ascension
The Rackets are now cyborgs with the trading algorithms trait


Balance

Self-Preservation Protocols tradition now has the same effects as Cloned Organs
Fallen Empire Buildings are no longer destroyed upon conquest as long as they are fitting (i.e. no temples for non spiritualists)
Many Civics updates:

Buffed Diplomatic Corps, Empath and Public Relations Specialists to match Diplomatic Protocols. Each are slightly different.
Scavengers and co: -5% ships alloy upkeep
Pleasure Seekers: +1 entertainer job from capital buildings
Functional architecture and co: +15% planetary build speed
Toxic Baths and co: +0.5% pop growth/assembly from attendants
Corvee System: -15% worker political power
Warrior Culture: -10% War Exhaustion gain
Free haven: +5% worker pop happiness
Shadow Council: Replaced ruler output bonus with councilor skill +1, +10% agenda speed and +10% infiltration speed
Trading Posts: +1 Trade collection range for Starbases, +8 Trade protection from starbases
Private Prospectors: -33% empire size from colonies
PMC: +1 starting commander level
Divided Attention: Replaced empire size from colonies reduction with -25% empire size penalties
Subsumed Will: +50% automatic resettlement chance for unemployed drones
Zero Waste Protocol: -5% ships upkeep, -10% building and districts upkeep
OTA Updates: +50% auto resettle for unemployed drones
Static Analysis: Cognitive Nodes starts with a random research specialization
Maintenance Protocols: +5% menial drone output

Added Necrophage and Lithoid as blockers for Psychological Infertility
You can now construct Dyson Spheres in systems with habitable planets, however the planets will be rendered uninhabitable
You can now construct Dyson Spheres in systems with pre-FTL civilizations, if your pre-FTL policy is set to Aggressive
Synthetic Ascension now requires Synthetic Workers, not Synthetic Leaders tech
Synthetic Ascension tradition opener now grants 10% progress in Synthetic Leaders technology
The Synthetic Evolution Agenda now only grants Robotics technologies instead of Robotic technologies and AI technologies
Several Synthetic Ascension traditions have been reworked for both organic and machine empires
Grid Amalgamated pops now inherit Tech-Drone modifiers
The Open Markets agenda no longer provides useless benefits to Criminal Syndicates
Resource Consolidation origin no longer forces Machine World preference
Rearranged the bonuses from the Genetic Ascension Path
Determined Exterminators will no longer start on a Tomb World as they wouldn't have the habitability for it.
The Fleeting Excellence trait now costs 1 point due to the decrease in leader lifespan it provides
Rebalanced Synthetic and Cybernetic tradition trees
Cyborgs are only grown, not assembled
Allowed amenity traits for robots
Buffed the mining drones home system
Hive Minds and Machine Intelligences now have access to all Capital World Designations
Industrial Districts automatically split jobs if your empire uses consumer goods, if a factory or forge world designation is not selected, so that hive minds empires that pay a consumer goods subsidy to subjects have a method of producing consumer goods
Reduced or removed most sources of species modification cost reduction outside of ascension paths
Resort Workers now give -0.01 amenities usages and doubled trade value from lifestyle
Sentient robots or machines can no longer join the Materalist faction regardless of ethics
Synths should now have the same costs for colony ships as Individualist Machines
The formless now count as a mid-game crisis
The Great Khan and Gray Tempest now have greater difficulty scaling
The mid-game crises now scale with the square root of the crisis strength slider.

Bugfixes

Fixed median preferred attack range being calculated incorrectly.
Now cannot start fleet upgrade if you can't afford it outright and your balance for the missing resources is not strictly positive
Homicidal Empires will no longer get the Spiteful Leader trait since they can not have rivals.
The Princeps Drone trait should no longer improve regular pop output.
Added a tooltip to inform the player why some scientists might not be able to be assigned to the council
ancrel.10 now has a working title
Fixed a spelling error in Lost Junker
Mega-Engineering no longer shows the Quantum Catapult as an unlock
The ship previewer in empire creation now uses the same lighting as the ship designer
All namelists should now have fallback generic names for army types
Warplings now use the correct localisation for their army name
Fixed numerous Negative Mass bugs
Fixed an event referring to the Animator of Clay as the Architect of Clay
Fixed a blank line sometimes showing up on some species trait tooltips
Kaleidoscope event chain: fixed Kaleidoscope occasionally spawning in fallen empires
Kaleidoscope event chain: the "Wonder Sphere" can only be built once
The fully upgraded Dyson Sphere is now hidden from the Megastructure outliner unless you can upgrade it to the Wonder Sphere
Fixed global ship designs country type restriction so awakened empires are not allowed to use ai transports
Made removal of expired leader from leader pool only happen on refresh
Restoring a ruined orbital ring should no longer use Megastructure build capacity
Addded a fallback case for distar.1 if you have no valid neighbors.
Fixed system not being annexed in total war if its planets are occupied by other empires in other wars.
Invading the Solarpunk Empire with troops will now properly get them to yell at you.
Marauder fleets can now go to systems that are only reachable through bypasses.
Enigmatic Cache can now go to systems that are only reachable through bypasses.
Caravaneers can now go to systems that are only reachable through bypasses.
Upkeep for jobs that provide pop assembly no longer state "Pop Assembly Upkeep but instead use scripted loc to fetch the job name
Statospheric Vents now properly have a description
Fixed some army modifiers from governors' traits not being applied.
Fixed the modifier for the Unifier trait only applying to unity from administrator jobs instead of unity from all jobs
Fixed the Ion Cannon having the wrong muzzle flash
Added checks to ensure the Chosen only declare on valid empires
Corrected some auto-assignment weights for worker jobs when near a deficit
Corrected the Psionic and Latent Psionic species traits using each others' icons
Fixed a COUNTRY_RESOURCE oos happening on the next month change after a hotjoin
Fixed a crash when switching between countries while in observer mode with the Leader View open.
Fixed a typo that was causing issues with AI leader assignment
Fixed a Void Dweller Prosperity tradition having an outdated tooltip
Fixed missing ORs in the AI weights for Defender of the Galaxy
Fixed revolts sometimes generating illegal empires
Fixed some typos in the triggers for colony types
Fixed the tooltip for recruiting a curator scientist
Lithoid farmers will no longer abandon their jobs if they live in an empire that uses food
Planets depopulated by Clone Army pops dying off from lack of Clone Vats should no longer permanently be rendered as having 0% habitability
Reduced the chance for Galactic Doorstep empires to find Skrand from 91% to 33% for your starting gateway and 67% for other repaired gateways
The Princeps Drone trait should no longer improve regular pop output.
The Quantum Catapult can now be correctly researched and built before researching Mega-Engineering, which is only required for the final stage
The Shallarian System will now spawn just out of reach of the Xenophobic Fallen Empire's reach.
Your empire will no longer part with irreplaceable science ships such as the Vivairum no matter how much the Caravaneers ask.
The uplifted species trait will no longer mention being a pre-FTL.
Situation log and anomaly entries should no longer have part of their border missing when hovering over them.

AI

Refactored government weights
Refactored the costs and budgets for colony ships, and the AI budgets for colonization using scripted variables
Fixed AI assigning the least suitable leaders to the council.
Improved AI weights for factory and forge worlds when running deficits
Improved automatic selection of colony types
Lowered Ai resettlement threshold to 0.45
The AI should no longer declare Hegemon Wars on empires that have a higher relative power than them, thus risking losing control of the Hegemony.

UI / UX

Add <diploaction>_IMPOSSIBLE_DESC optional localization key to show in the diplomatic action tooltip when the action is not possible (defaults to the normal _DESC key if the impossible version is not present)
Fixed planet pop growth tooltip showing growth speed triggered modifiers instead of growth reduction triggered modifiers.
Whether the planet migration tooltip shows immigration or emigration now takes into account push/pull multiplier modifiers.
Fixed emigration push total in planet migration tooltip not including multiplier modifiers.
Updated the Engineering Evolution icon
In Multiplayer, during a hotjoin, all clients now see the progress of hotjoiners
Fixed duplicated invalid origin text in empire creation trait tooltip.
Concept tooltips for tradition trees now have the name in the header.
deposit tooltips now display with an additional decimal for production and upkeep
Fixed authority tooltip showing missing DLC twice.
Planet unemployment icons in the Outliner now update immediately.
Tradition tree tooltips in the additional content browser no longer show the agenda that they unlock.
Added Civic Groups for restrictions in Civic and Origin tooltips
Autogenerated tooltips mentioning civic and origin requirements in empire creation will now automatically generate concept links to those civics or origins

Modding

Government names now support scripted loc
Added use_planet_resource = yes/no for megastructures. This allows them to make use of a locations resources if they are located on top of a planet or star.
Added count_traits trigger
Building upgrade on_queued and on_unqueued now takes the upgraded version instead of the base building version.
Added an on action for when pops change ethics
civic swap_type can now check for origins as well in the empire select screen
Added scripted modifier for pop_cyborg_happiness.
Megastructures that are built on a planet will now have their nameplate stack alongside all the other planets.
Species portraits are now assigned to species classes through portrait_sets, not the species_classes. This allows a portrait to belong to multiple species classes
Added bound_to_planet_classes for habitability traits.
Added sprite configurations for portraits to apply the hologram VFX to pops and leaders
Pop Purge Speed modifier now counts as neutral
Adding inherit_country_building_modifiers = yes/no to block bonus building slots from the general country modifiers but also adding new generated modifiers for every planet class.
Added Exploit Faction mechanics, triggers and extortion_resource
Added trait_machine_unit check to is_robot_empire scripted trigger
Added advanced_authority_refresh = yes script effect to force the game to validate authority swaps
Adding a can_be_stolen variable to relics as a means to block certain relics from being stolen
Added create_synth_species_effect, set_synth_origin_traits_effect, set_synth_portrait_effect scripted effects
Added set_machine_habitability scripted effect
Added documentation for specifying authority swaps in the automatically generated concept tooltips
Adding scriptable alert usable to clarify any needed action that might be blocking a situation
Extra trait points and picks from civics can now be detected in the empire creation view
It is now possible to block specific resources from the market but still allow them for trade agreements.
Adding reset_decline effect to forcibly reset a planets decline
Adding outliner_trigger for megastructures to allow for more customization when they should be shown in the outliner.
Adding a new founder_species event target for the country scope
Adding persistent_faction to pop faction types, used to force factions to keep one pop until the faction fails it's potential check
Added required_progress to scripted fleet actions
Added a space_battle_over on action for when a combat is over because of a lack of enemies left
You can now assign a ship size as a restriction for special projects.
Building and planet classes can now have building sets to more easily exclude buildings from planet classes
Adding never_lost parameter to ship sizes to easily make sure a ship is not instakilled in Emergency FTL.
Added crisis path database to make it possible to have multiple different crisis paths.
Added some small documentation for relics
terraforming_cost_mult now works on the planet scope
Converted modifiers that add jobs for industrial districts to inline scripts
custom_tooltip_with_modifiers in tradition swaps are now functional
Added can_add_overtuned_traits, can_add_droid_traits, can_add_synth_traits, owner_is_machine_intelligence, owner_is_individual_machine, owner_is_hive_empire and can_do_advanced_robo_modding scripted triggers for species modification
Fixed diplo weight tooltip showing base diplo weight twice if DIPLOMACY_WEIGHT_STANCE_FACTOR is not 0.
Fixed research bonus from research agreements not being applied if country_subject_technology_sharing_mult is applied.
Added scripted triggers for has_cybernetic_ascension, has_genetic_ascension, has_psionic_ascension, has_synthetic_ascension, and has_ascension_path
Regular empire capital buildings now use inline script for their job swaps.
Added the rl_barren_planets random list for system initializers
num_buildings trigger now accepts owner_type to allow counting holdings
You can now filter the trait count by trait cost. Renamed the trigger to count_species_trait to avoid unintended usage.
Added documentation file for the technology scripts.
Techs related to consumer goods now use the country_uses_consumer_goods = yes trigger
Player crisis paths are now unlocked by either Nemesis or The Machine Age
Added missing modifiers to building documentation.
The create template button is now controlled by the can_modify_species rule
Moved a bunch of scripted triggers for traits into the scripted_triggers_traits file
Added on_building_repaired on_action
Added ship_shield_penetration_add and ship_armor_penetration_add modifiers
Added triggered_species_modifier to species traits.
Adding a hidden variable to species rights options to allow the hiding of certain items from the UI lists
Adding weight variable to advanced authority swaps
Extending the authority swap to include election variables
Megastructure construction entities can be scaled.
Planet picture overrides will now update more reactively when changed
Converted all uses of is_fallen_machine_empire into is_fallen_empire_machine
Renamed is_berserk_fallen_machine_empire to is_fallen_empire_berserk_machine
Added documentation for namelists.
Removed unused "language" member in namelists.
Adding an on action for when starbases flip controller
Added customize_random_override to namelists.

Mariu
08.05.24, 11:15
Abominus;1350885']25 EUR für ein DLC... ist zwar viel drin, aber nein, das zahle ich nicht.


Gibts jetzt auch als Seasons, wo 4(?) DLCs drin sind, kostet aber 39. Habs beides bei den üblichen Keysellern auf der Wishlist und warte wie sich der preis entwickelt.

Alith Anar
08.05.24, 11:17
Genau inklusive 4 DLCs wobei 3 erst später entscheiden.

Mortimer
09.05.24, 20:25
Auch wir haben inzwischen Stellaris lieben gelernt, aber die DLC-Politik wird jetzt immer tolldreister. Trotzdem wollen wir "Machine Age" unbedingt haben - und da die anderen angekündigten DLC ebenfalls interessant erscheinen, werden wir wohl doch zum Season-Paket greifen.

Informativ finden wir übrigens folgendes Video von Steinwallen:


https://www.youtube.com/watch?v=y33rG4dHwvs

Mariu
18.05.24, 16:16
Astral Dingens ist momentan auf Steam billiger als bei den Key-Sellern.

Hab mir auch die Season 8 für 33€ gekauft....

Ich bin so einfach beinflussbar wenn ich mal anfange zu spielen....

Anyway.....

ABOOOOOOOO!!! get the mods ready!!! I'm going in!!!

Mariu
19.05.24, 11:44
Nachdem ich dann gestern nen bisschen mit mods rumgespielt hab, kann ich erfolgreich berichten das ich zwar erfolgreich darin war ins spiel zu kommen, aber ich hab es irgendwo zwischen drin hingekriegt das scientist nicht mehr in die raumschiffe gehen. also hab ich einen unfreiwilligen 1-System run gehabt.... :ja::facepalm: weil ich keinen bock mehr hat, die ursache zu finden.

werde mich dann nachher nochmal mit der liste auseinander setzen.

Mariu
19.05.24, 23:55
So heute hab ichs dann mal hingekriegt richtigt zu spielen, die wissenschaftler gehen wieder in die schiffe also kann ich forschen. hab ein schönes kleines reich gebaut, und gleich mit in ne Föderration gegangen. War dann grade etwas am Aufräumen von komischen Kristallen in eigenen Systemen und auf dem Rückweg war da so ne 30k Khan-Flotte in einem System das mir so 3 nette system blockiert die ich gerne hätte haben wollen. Flotte war 60k also rein da. Als nächstes kam dann das erwachen des Khans event....ups.....

Hat dann aber nur 2 von meinen System übernehmen können, weil ich in weiser vorraussicht einen Starhold in unserem einen verbindungssystem gebaut hatte. Da hat er sich nicht rangetraut. Ist dann in die andere richtung gezogen und hat sich mit dem Empire auf der gegenseite begnügt, die waren eh purifier also wars win-win.

Mariu
30.05.24, 12:18
Neuer Patch online!

1796101717232091379

Megastructures zerlegen! Endlich!

Mariu
30.05.24, 14:04
Und kleiner sneak-peek für 3.13, wir kriegen wetter!

1796134460393443384

Max-Power
30.05.24, 17:20
Und es startet nach dem Update nicht mehr, bei vielen anderen auch nicht (https://steamcommunity.com/app/281990/discussions/0/4333105050947270367/) :motz:

https://cdn.discordapp.com/attachments/831436837021155358/1245743305560555665/sdd.png?ex=6659dc5c&is=66588adc&hm=787e3b8e2866558591a3d84ac67b450b95196a409432bcb312812448efb74440&

:doh:




OK der Workaround funktioniert, und wenn man dann in diesen Ordner den inhalt des Stellaris Ordners aus den eigenen Dateien reinkopiert, kann man normal weiter spielen mit allen gewohnten einstellungen.