Stellaris
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Ancient Cache of Technologies
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2.021 GB
22 Haz 2018 @ 16:37
26 Kas @ 3:51
417 Değişiklik Notu ( görüntüle )

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Ancient Cache of Technologies

Chirumiru ShiRoz tarafından 1 koleksiyonda
PeerawatZ/ShiRoz Stellaris Mod Collections
4 öğe
Açıklama
Introduction

Summary of 3.12 Super Update can be read here.[docs.google.com]


Ancient Cache of Technology explores the stories of the ancient enigmatic precursors, including the Curators, the Fallen Empires and those that came before them. Behind their history lies great many secrets yet to be rediscovered.

The Fallen Empires thought they mastered the Enigmatic Power, their dark matter and energy weapons supreme. But for how long? What if an empire manages to rise and learn their secrets, what if they surpass the known knowledge of the past, and forge a new future thought impossible?

This mod introduces a large varieties of new technologies based on the enigmatic powers. From ship weapons, to buildings, to armies or planetary decisions. Technologies are categorized into tiers, and there are event chains that each empire has to go through to acquire them...or steal them from the others.

Due to vanilla's lacking army contents, this mod also expands upon armies as well. Most importantly, the Hive Mind gets to have their own armies now (No more zerglings running home due to low morale)

Furthermore, the mod buffs the existing Fallen Empire worlds to be much harder to invade, with their home citadels now fully protected, their outlying planets now have proper FE-tier buildings and their armies now much harder to beat.

It also buffs and expands upon the Curator Order a lot, as well as adding an entirely new neutral leviathan-like faction who holds a massive starbase, waiting for someone to challenge them.

ACOT Override Function - Get this if you want FE/Crisises to also be buffed.

ACOT Secrets Beyond the Gate - For another End Game Crisis with ACOT lore.

ACOT Extra Defines - For supplementary changes to make ACOT experiences better.


Optional Russian Localisation.

This mod should works fine alongside Zenith of the Fallen Empire

Features

  • Six new tiers of technology. One begins right at where the final vanilla tier ends. Two can be obtained as you progress further into utilizing Dark Matter and Dark Energy, another is a rare technology only a few can possess. One can be unlocked through hard exploring and efforts, and two can be unlocked by defeating a certain faction and figures out its puzzle.

  • Dark Energy and Stellarite as new strategic resources. Dark Matter also becomes much more important, as various components now require both to build.

  • Over 699 new technologies, many of which require special conditions to be met.

  • Armies Expansion. Normal, Hive, and Machine now have a selection of armies they can create to conquer their enemies.

  • New Building technologies based on enigmatic powers. Some of which offers unique planetary decisions.

  • New types of Planetary Bombardment Stances such as Punishment, Exterminatus and Annihilatus! Each with increasing degree of destruction.

  • Battle against the fallen empires to claim their ancient technologies as your own in War in Hell.

  • Discover long lost and forgotten technologies, including the ability to create new celestial bodies, eradicate systems, or making self-assembling megastructure.

  • Interact with the Curators to discover various histories and secrets. Or just rob them (Destroying their stations will now give you enigmatic tech)

  • Meets the Phanon Corps, an illusive third-party paramilitary faction whose motives are unknown.

  • New origins including those that allows an empire to start at higher tech tiers.

  • Some updated vanilla assets.


Detailed List of Features here.[docs.google.com]

ACOT Timeline for those who wishes to know background lore of the mod's story.[docs.google.com]

Known Issues and Limitations

  • There will be a rather long increase in galaxy generation loading time if you have multiple fallen empires. This is due to ACOT removing the cursed all_tech_modules and run its own script to give FEs only relevant tier 6 techs.

  • Combat Computer selection UI is wonky at the moment due to PDX changes, no solutions found on our end yet.

  • Using this mod alongside mods that already buffs FEs may hilariously turn their power to over 9000. So be warned.

  • Some bugs may happen. Please report them, preferbly on Discord.

  • H and L slots occupy the same space in Ship Designer Icon, also cannot be fixed at the moments.

Balance

  • You were expecting to see balance in this mod? This is not an E-Sports game.

  • On a more serious note, components at Delta and Alpha follows vanilla 1.3x formula, later tiers have increased multiplier.

  • This is mostly an end-game mod, so AIs that fall behind in technologies tend to get memed a lot. But that's why the FEs and the Corps are for.

Save and Mod Compatibility

  • Hopefully will works on existing saves, but some stuffs may not work.

  • Overwrites most vanilla assault and defense armies.

  • Overwrites has_upgraded_capital_building and all of its upgraded variation to accept the new capital tier.

  • Overwrites some Curator Events (Specifically their introduction and hiring scientists)

  • Overwrites resource_table in the interface, but this mod's override function has accounted for
    1. Gigastructure's
    2. ESC
    3. Guille's
    4. Arcane Heritage
    5. Unknown's Component.
    6. Twink's Playable Fallen Empire.

    It's been a while since I update that list though, better to just grab a universal SR Patch
    If your mod has unique SRs and wish to add them, feel free to poke me.

  • Overwrites fallen_empire_initializers and many of it's associated scripts so that FE will spawn with new FE buildings.

  • Overwrites fallen empire designs.

  • Overwrites NArmy Defines.

  • Overwrites certain elements of Cosmogenesis and The Synth Queen Crisis.

FAQ

Q: I cannot upgrade my capital!
A: You have to do it via planetary decision. This is also explained in the tech description.

Credits and Special Thanks to

- Many of the artwork icons are from the following games, I do not claim ownerships of those arts. I will take them down if the companies have issues with them.
  • Command & Conquer 3 and Tiberium Alliance - EA Games
  • Starcraft 2 and Heroes of the Storm - Blizzard
  • Dawn of War 2 - Relic/Games Workshop
  • Heroes of Might and Magic: V - Ubisoft


- Wymorlon, SOPHIA, Velaroz, H11DN-D4NG3R, Raine for Discord Server Moderation.

- Garyx, Fragjacker for helping with some art assets.

- Other Panda for some code optimizations (Even if he does makes me explode a few times.)

- NHunter, I studied the codes for mod menu and certain components from his mod.

- Stellaris Modding Den Community, learned many useful stuffs there.

- All supporters. Your sacrifice against the FE will be honored in the New Empire.

I have a section on Discord for my mods here
ACOT Main Discord Server[discord.gg]

[discord.gg]

You can also support me on Patreon here [www.patreon.com].
Popüler Tartışmalar Tümünü Görüntüle (231)
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H11DN-D4NG3R  [yaratıcı] 3 saat önce 
@Kvas
Do you have merger of rules? if no, i suggest getting it.

Also some people have issues when running the Archives Dlc
kvas2021 9 saat önce 
Hey man I just now ran into an issue with the mod. All im running is ESC, Gigastructures, Real Space, UI overhaul dynamic and Full tiny outliner. When I tried to load a game with ACOT it would crash. Once i removed ACOT it loaded right up. I didnt get any error codes so not sure why, but just a heads up.
H11DN-D4NG3R  [yaratıcı] 18 saat önce 
@Soda it Should work. Dunno why it doesnt appear as a option.
Soda Khan 18 saat önce 
I have a question regarding the armies
I play currently with acot and secrets beyond the gates and aot and I have the technology for Zenith Warrior but it doesn't show up as a buildable army at all
Is it a known bug/issue?
Slayer 21 Ara @ 16:47 
Technically, you get research buffs with the Delta/Alpha science complexes, which is enough I´d say.
their 21 Ara @ 16:40 
@H11DN-D4NG3R oh cool, I haven't actually seen that since i manually designate most times, that's a really cool extra boost.

on the building side though I was more thinking something like the "enigmatic resource purifier" building which gives +4 to food, minerals, and energy, but for researchers / trade / bureaucrats. Something like:

physics research from researchers + 1
society research from researchers + 1
engineering research from researchers + 1
researcher darkmatter upkeep + 0.1
researcher darkenergy upkeep + 0.1

This could be limited to like 3 per planet and be upgradeable with higher tiers. I'm thinking of maybe making a submod though (if that's okay), since I currently have ~30 research planets in my current save and don't want to spend the time to replace them all with the enigmatic labs.

also thanks for the quick response!
H11DN-D4NG3R  [yaratıcı] 21 Ara @ 16:10 
@Their. Acot's Planetary designations (Enigmatic). Buff districts. Depending on the Designation you set up.
their 21 Ara @ 16:06 
would it be possible to have more 'amplifier' type buildings? doesn't have to be to the point where they amplify to the same level as the new jobs, but it feels kinda bad to have research district for a habitat / planet be not worth it vs the buildings.

Would also make it less management with replacing old labs with the news ones the first time you get them , especially if you have alot of regular planets

to balance you could add extra resource upkeep to the jobs themselves plus the building
ThatBlindguy 21 Ara @ 7:17 
@h11dn-d4ng3r ahh i thought the ship wouldn't be that powerful. so not giving him back doesnt do anything?
H11DN-D4NG3R  [yaratıcı] 21 Ara @ 7:01 
@ThatBlindguy. When they ask him back. I know giving him back will provide you with a Powerful ship.