Stellaris

Stellaris

Pre-FTL Players 2.2
Showing 51-60 of 61 entries
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Update: Aug 13, 2016 @ 6:18pm

Added FTL mapmode to show who's researched what FTL drive, if any.

Update: Aug 12, 2016 @ 9:37pm

Slower than light starting drive tech added for colony and science ships. Total trip time is about 20X warp level 1. Most of this is spent in windup and winddown rather than in transit, due to a bug where ships will not leave the galaxy view on arrival at their destination if they're moving too slowly. Comment if that one shows up again and we'll adjust.

Update: Aug 10, 2016 @ 10:26am

Corrected the reported bugs finally. Had to overwrite the vanliia physics tech file, prior versions just added the pre-ftl techs in parallel with the vanilla techs instead of overwriting them, so it bugged out when the two tech trees got mixed together.

Update: Aug 10, 2016 @ 9:57am

Bugfixing

Update: Aug 10, 2016 @ 8:49am

Bugfix due to Pode accidently losing version control. Mea culpa.

Update: Aug 10, 2016 @ 8:23am

Ined 77 has added localisations, graphics, and has found the source of the problems mentioned in the comments. Working on that still

The mod has been restored to vanilla style FTL where empires are stuck with their starting FTL choice. I'll keep a variant mod in parallel that allows all FTL types to be researched. This way people who only want pre-FTL play aren't forced into multi-FTL play also.

Update: Aug 7, 2016 @ 8:05pm

Bugfix, discovering multiple theory techs no longer hurts your odds of getting hyperlane or warp component techs

Update: Aug 7, 2016 @ 7:39pm

Bugfix for hyperlanes, now revealed as intended with first tech

Update: Aug 7, 2016 @ 8:44am

Bugfix with AI research weights

Update: Aug 7, 2016 @ 7:30am

Adjusted AI research weights to help them prioritize their first FTL component tech without obsessing over collecting all the FTL types