Stellaris
28 Jun 2022
1,435.889 MB
UI Overhaul Dynamic
This Mod Adds Ancient Cache Of Technologies to the Stellaris Game.
Authors description: Ancient Cache Of Technologies
Introduction
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.
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.
This mod should works fine alongside Zenith of the Fallen Empire
Features
Four new tiers of technology. 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 the last 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 460 new technologies, many of which require special conditions to be met. New Armies. Drown your enemies with armies equipped with enigmatic technologies, SPM-Droids that are designed to counter clones, or field heroic armies that can solo entire planets by themselves. These armies will become much more important due to many mechanics exclusively requiring ground combats! New Building technologies based on enigmatic Dark Matter. 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. 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. Phanon Corps Shipsets, Portraits and Name List available! Three new origins allowing an empire to start at higher tech tiers (Tier 3, Tier 5 and Delta Tier) New Menu Screen (This will get rotated around every new major updates)
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
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 in the Bugs Topic or on Discord.
Herculeans don’t have their icons shown in the galaxy view. Can’t be fixed at the moment. 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? KONO DIO DA!Save and Mod Compatibility Hopefully will works on existing saves, but some stuffs may not work. 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 for1. Gigastructure’s2. ESC3. Guille’s4. Arcane Heritage5. 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 PatchIf 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.All in all, a conflict shouldn’t cause a crash…hopefully.FAQQ: I cannot upgrade my capital!A: You have to do it via planetary decision. This is also explained in the tech description.Q: What’s with the memes?A: Memes, the DNA of the souls!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 for many useful insights and intense debate whether xenophobes should have gene points.- 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 Imperium of Meme.I have a section on Discord for my mods hereACOT Main Discord Server[discord.gg][discord.gg]You can also support me on Patreon here [www.patreon.com].
If folders are missing, try running the game or make them by yourself.
Unpack .mod file to the folder: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/mod
Or just use Subscribe button if you are using Steam Account.
Enable desired mods from the launcher and click Play button.
Enjoy the game:)
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