Stellaris

Stellaris

261 Bewertungen
Pre-FTL Players - All FTL - Abandoned
   
Preis verleihen
Favorisieren
Favorisiert
Entfernen
Dateigröße
Veröffentlicht
Aktualisiert
59.017 KB
10. Aug. 2016 um 11:51
30. Okt. 2017 um 9:45
35 Änderungshinweise (anzeigen)

Abonnieren zum Herunterladen
Pre-FTL Players - All FTL - Abandoned

Beschreibung
Pre-FTL players has been updated for 2.0. This mod will be archived. Maybe I'll resuscitate it for 1.9 as a side effect of making a Primitive Players 1.9 variant.

1.8 compatible!

Start Stellaris in the early days of space travel, when FTL is merely theoretical & a practical drive system has yet to be concieved. All empires except fallen start with no FTL, only 1 of 3 theories. Practical drives must be researched & retrofitted before ships can leave their starting systems. Theory and first drive techs are rare. Exploiting your home system is much more important than in vanilla.

In the meantime, conventional and now ion based thrusters allow ships to set out on multi-year voyages (similar to warp drive but only ~10% as fast) prior to discovery of FTL. Advanced start AIs already did so many years ago & their colonies are well established.

Features
  • No FTL at start, you must research physics labs to get your first practical drive.
  • All FTL types are available for research. Researching multiple theories will help you get a drive faster, but your first may not be your starting choice.
  • 2 STL drives, starting chemical thrusters for 0.5c for science and colony ships, and later fusion powered ion thrusters that move all ships at just under c.
  • Colony ship maintenance reduced to 1 energy per month.
  • FTL Mapmode: Based on Birdy's work, shows the highest FTL technology researched in each empire. Psi > Jump > Wormhole 3 > Hyper 3 > Warp 3> Wormhole 2 > ... all the way down to none. They may have lesser drives also.

STL drive
  • Most travel time is spent in windup/winddown rather than moving, due to a Stellaris bug where ships will not leave the galaxy view on arrival at their destination if they're moving too slowly.
  • Set STL ships off of evasive fleet stance, or they'll abandon a year's worth of windup to switch destinations when a hostile arrives.
  • STL ships show as idle the entire duration of the warp winddown. Send them into an orbit so you know to come back when they're ACTUALLY idle.
  • A scientist can & should support multiple STL science ships due to down time traveling (unless you're RPing).
  • STL ships in a wormhole empire will show the range ring as if they were a wormhole station. Graphical bug only.

Gameplay impacts / advice
Setup: Probably want more AIs than you usually prefer, since several of them will likely still be pre FTL by the time you get FTL. AI production bonuses will help them less (less turn advantage), so you might want to increase difficulty as well. Thanks to changes in 1.8 that don't work, this mod should but does not support FTL-restricted (i.e. hyperlane only) galaxies, you still need the PreFTL Players variant.

Builds: Science & physics builds will get a head start on average, but science builds aren't great at rushing and everyone gets plenty of time to build an in-system fleet, so that's probably OK. The +1 research alternative government (and tech) is very powerful here.

FTL research: All practical drives are tech tier 2 and unlocked by the physics lab. The theory techs are rare, but will unlock more practical techs and increase your odds with them. More tech alternatives help a lot. Researching a practical drive makes the other 2 even rarer. So if your favorite doesn't come up first, you have an interesting strategic tradeoff to make.

AI: AI will mostly stick to its first FTL type unless a higher tier drive of another type becomes available, which should be very rare. AI is not great about upgrading its ships, which hurts it more than usual here when starting ships have no FTL. I've tried to fix this, it may have helped.

Event Ships (Pirates/Cultists/Shipyards/etc): Should spawn with the FTL you have. Pirate and cultist events should not trigger until after you get FTL. If you trigger the shipyard or gas giant ship anomalies with STL, you should get jump drive ships. Lots of shoulds, y'all let me know.

Crises: Their calendar trigger dates are unchanged, so you and the AIs will be less ready for them. Unbidden will still be triggered by jump drives, so they'll come later than vanilla.

Please, add your own thoughts / tips / tricks / warnings here. Y'all play my mod a whole lot more than I get to, help each other out.

Variants
Pre-FTL players: Only your starting drive type is researchable. A Pre-FTL start to vanilla. Do not use these two mods together or with Primitive Players.

Future Plans / Hopes
If you want to be part of beta testing, sign up for that mod. Or take an idea from the list & code it

Recommended Mods
I use my update to Echo's Colonizeable Home System. My co-dev @ined77 recommends The Belt for asteroid colonization a la The Expanse.
A colonization mod or rushing droids for expanded colony options is probably almost necessary to really enjoy pre-FTL gameplay.
Arcalane's FTL Scout Probe works fine with STL drives.
timOkill's Tech Tier Events mod will help you keep track of how many more techs you need to unlock practical FTL.

Compatibility Issues
Two base game files have been altered, 00_utilities_drives and 00_physics_tech. This mod will not be compatible with other mods that alter these files. Issues with specific mods are discussed here, please add any you encounter.

Changelog

Credits / Thanks / Permissions

by Pode and Ined77
Beliebte Diskussionen Alle anzeigen (9)
11
13. Okt. 2017 um 12:44
Other mods - Recommendations and Compatibility
Pode
11
15. Aug. 2016 um 14:40
Alternative to sublight
Lex Peregrine
10
15. Aug. 2016 um 11:33
Not sure if im being stupid or not.
Aegis
757 Kommentare
Pode  [Autor] 8. Dez. 2020 um 8:12 
If you can point me to anyone who has managed to bring back the warp and wormhole drives, maybe. If you want pre ftl with hyperlane only, GetGlad188 has restarted development at https://steamcommunity.com/sharedfiles/filedetails/?id=2269373328
Inejiro Gaming 7. Dez. 2020 um 20:04 
You need to update this mod for this year.
Pode  [Autor] 31. März 2020 um 13:40 
Long jump prep has its own issues, especially in the hands of the AI who is prone to redirecting its fleets and starting the clock over. Still, always helpful to see how someone else skinned the same cat. When I get back to Stellaris modding I'll definitely look at this, thanks.
♤ |_Alice_| ♤ 31. März 2020 um 12:31 
@Pode
Hi again. I checked the files and they fit your mod perfectly. You can increase the time for preparing for a hyper jump by tens of thousands of days for any primitive, just change the parameters. Let me know if you have any problems, please.
Pode  [Autor] 31. März 2020 um 4:21 
That mod with new engines for hyperlane travel sounds interesting, can you link it or tell me the name?
♤ |_Alice_| ♤ 30. März 2020 um 21:12 
@Pode
Heh. I know that you can increase the speed of entry into hyperspace, but what if you put a multiple negative value, and make the defective hyper jump engine the initial engine? I know one mod where there is a layer of code that creates separate, new engines for hyperspace travel. I could give you this mod, from it you could take this piece of code and use. Please think about it. The mod is just wonderful. Now, with the release of the Federations, I noticed a revival of very old mods, their authors return and update their creations most actively. Maybe your time has come?
Pode  [Autor] 9. Okt. 2019 um 14:36 
Pretty sure they have hyperlanes that run to every adjoining star, which is not at all the same thing
Aridolomo 9. Okt. 2019 um 14:22 
That is interesting since the Star Trek overhaul mod still has warp
Pode  [Autor] 9. Okt. 2019 um 14:10 
No. Pdox broke the ever living hell out of warp and wormhole travel and there's no way to revive them. The hyperlane only version might get updated when i get the bug to get back into Stellaris