Stellaris

Stellaris

Pre-FTL Players 2.2
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Update: Dec 16, 2018 @ 8:57am

Made AI prioritize BOTH the prereqs for FTL. Never get distracted while modding and try to come back to it later.

Update: Dec 15, 2018 @ 8:25am

Made Experimental drives quite a bit more available to players

Made AI prioritize prereqs for FTL

Update: Dec 13, 2018 @ 5:18pm

Drives now tied to space science and physics techs instead of labs, to avoid special resource bottleneck. Experimental at tier 1, practical at tier 2.

Update: Dec 9, 2018 @ 4:28pm

More bugfixing. Experimental drive is now behind ion thrusters and fusion power. Practial drive behind labs 2. Both will probably pop the next draw after you complete the prereqs despite rarity but I don't know how to avoid that.

Update: Dec 9, 2018 @ 10:37am

Bugfixes

- AI weight for ftl research fixed to 30 instead of using no longer defined @ftlweight that was set to 30.
- Limited exploration define reset to vanilla value in attempt to squash the FOW bug. You'll now need scientists on your science ships to explore. This may negatively affect using the FTL Probes mod.

Update: Dec 8, 2018 @ 1:10pm

Initial Upload of 2.2 version

As usual, you guys are my testers, lemme know what's broken. I think it should work as intended, mostly. Experimental drive should come up pretty easily this time, making it more of a thing than before. Real FTL will also come sooner on average but is much more RNG dependent.

Update: Mar 18, 2018 @ 8:03am

Initial AI setup event can now be triggered at any point via console command as intended.

Update: Mar 12, 2018 @ 4:51pm

Update for compatibility with SSTL.

Pirates already depended on you having FTL, or should have, so I didn't do much with them. if you're getting pirates before reliable hyperdrive please say so.

Exploited a bug so that experimental drive should come available as soon as you finish either physics lab 1 or fusion power. I'm less sure it'll work if ion thrusters is the last prereq you need.

Update: Mar 8, 2018 @ 3:48pm

Max signed INT is 2.1 billion and change, not 2.4. In an ENTIRELY unrelated note, found the reason AI hates researching FTL techs.

Seriously, I'm really sorry for all the time I've made you guys waste.

Update: Mar 6, 2018 @ 6:55pm

Hyperion drives replaced with experimental drives so that the bugs are now features. Rare tech unlocked via physics lab 1, not required for true FTL unlocked by physics lab 2. Experimental drives give 1 physics point per month per ship that is moving (to you and all AIs that don't have real FTL yet). They might also blow up and damage or destroy the ship. Extra hull tech or destroyers should prevent the destruction. Stuck ships will usually get unstuck if given a stop order and a new destination. They might also jump back to zero on the vertical axis or simply cease to exist.