Stellaris

Stellaris

Pre-FTL Players 2.2
Showing 11-20 of 61 entries
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Update: Mar 5, 2018 @ 4:41pm

I realize I have little credibility left on this point, but hyperion drive ships really should not get stuck anywhere anymore.

Update: Mar 4, 2018 @ 2:47pm

So apparently ships in hyperspace count as idle, and I wasn't applying the speed boost to idle ships. Fixed now. For real. Slow drives honestly should work now I swear.

Update: Mar 4, 2018 @ 12:57pm

Renamed static modifiers file so that speed boost gets applied correctly and ships get unstuck

Update: Mar 4, 2018 @ 9:43am

Made all ships able to explore again. This was needed to fix an exploit where reassigning a scientist once his ship was in hyperspace caused it to instantly complete a decade long journey.

Update: Mar 4, 2018 @ 8:54am

Increased base speed and arrival speed of slow drives to address sticking and premature completion.

Update: Mar 3, 2018 @ 7:26pm

Fixed localization bug with the slow drives.

Update: Mar 2, 2018 @ 1:20pm

NOW pirates spawn for AIs as well. Oops.

Update: Mar 2, 2018 @ 11:36am

Odds of FTL tech coming available now double every 20 years up to the first century.

Reminder, FTL now depends on physics lab 2.

All (?) events that give ships should now either give jump drive equipped non upgradeable alien ships or upgradeable pirate ships.

Pirates now spawn for AI empires as well. I <think> this means their pirates and your pirates can spawn and fight each other in the space between you and an AI, which <might> result in you being able to harvest the debris for techs from the AI.

Again, please keep an eye out for ships getting stuck at the edge of their destination systems for longer than 3 months, especially in nebulas.

Initial exploaration of the homesystem is not where I thought it was, will have to keep trying to bring that back.

Update: Feb 28, 2018 @ 5:30pm

"STL" drives are back thanks to Andon. They technically move at almost 12 c and only along hyperlanes, so I handwaved some flavor. They depend on fusion power, ion thrusters, and physics lab 1. Every month a ship in motion will get a 1 in 3 chance for a factor of 33 speed boost for 1 day to help it get unstuck from the edge of a destination system. So if RNG truly hates your ship it could sit on the edge for several months without arriving.

Proper hyperdrives that move 10 parsecs per day now depend on physics lab 2. This gives the new slow drives some time to be relevant. You may want a mod that expands colonization so you have somethign to do in your home system for a while.

Stellaris "galaxies" are only 450 parsecs on a side, so just local clusters, really. Space is big and it takes a while to cross it.

AIs suffer from pirates now too, but all pirates only show up once you have proper hyperdrives.

Didn't get to restoring the initial home system exploration tonight, but will do so shortly.

Beware of triggering anomalies that give unupgradeable ships before you have hyperdrives, there are a LOT of events that need editing to prevent that sort of thing. Savescumming is encouraged.

Update: Feb 23, 2018 @ 3:18pm

Start with ability to assist research, since science ships had nothing else to do.