Stellaris

Stellaris

Pre-FTL Players - All FTL - Abandoned
757 Comments
Pode  [author] Dec 8, 2020 @ 8:12am 
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
Vladimir Putin Dec 7, 2020 @ 8:04pm 
You need to update this mod for this year.
Pode  [author] Mar 31, 2020 @ 1:40pm 
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.
♤ |_Pandora_| ♤ Mar 31, 2020 @ 12:31pm 
@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  [author] Mar 31, 2020 @ 4:21am 
That mod with new engines for hyperlane travel sounds interesting, can you link it or tell me the name?
♤ |_Pandora_| ♤ Mar 30, 2020 @ 9:12pm 
@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  [author] Oct 9, 2019 @ 2:36pm 
Pretty sure they have hyperlanes that run to every adjoining star, which is not at all the same thing
Aridolomo Oct 9, 2019 @ 2:22pm 
That is interesting since the Star Trek overhaul mod still has warp
Pode  [author] Oct 9, 2019 @ 2:10pm 
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
Aridolomo Oct 9, 2019 @ 12:07pm 
any chance this mod will ever get updated? :D
Pode  [author] Aug 7, 2019 @ 1:08pm 
Yeah, this version dates from the time when the game had 3 modes of FTL, it's long dead. I haven't given up on Pre-FTL Players or Primitive Players yet, but they're both badly out of date too.
njuju Aug 7, 2019 @ 11:17am 
When I start a game, I am neither able to build science nor colony ships...
Please fix and complete this mod, it is such a great idea and would be nice to play.
Pode  [author] Apr 15, 2019 @ 1:24pm 
Not for this exactly, since AFAIK no one's been able to mod the deleted FTL types back in. There's a version for 2.0 hyperanes that would sorta work under 2.1 but I make no promises about the current 2.2 game.
Danillo Apr 15, 2019 @ 12:33pm 
Hello Pode this look like a supermod. Pls do you have a version for 2.1.3 /2.1.4? Thank you
High Contrast Banana Dec 19, 2018 @ 8:25pm 
Out of curiosity, what is the exact cause of the ships getting stuck outside of systems while using experimental Hyperdrives? I have like 5 ships stuck at the moment
Pode  [author] Jun 24, 2018 @ 7:45pm 
Help yourself to this code, I mean
Pode  [author] Jun 24, 2018 @ 7:44pm 
This version is pretty solidly dead, since the base game is hyperlane only now. Feel free to make a 1.9 compatible version if you want it.
Snork Jun 24, 2018 @ 2:43pm 
Will this mod work as is or is it dead now?
Pode  [author] Feb 23, 2018 @ 10:09am 
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.
Pode  [author] Feb 22, 2018 @ 7:47pm 
2.0 beta test version is up http://steamcommunity.com/sharedfiles/filedetails/?id=743509790

Especially watch for ships getting stuck outside systems and never arriving.
King Maelstrom the Esoteric Jan 25, 2018 @ 4:40pm 
Insignificant other? :( Sorry to hear that...
footman Jan 24, 2018 @ 7:40am 
PLEASE FIX its such a great idea
Pode  [author] Jan 18, 2018 @ 4:46pm 
Ok, sorry. Insignificant other has me tied up tonight (unfortunately not literally). Will try to get something working for you over the weekend.
Archemyre Jan 18, 2018 @ 12:56pm 
Something to think of too is what the plan will be once the 2.0 update comes out and everyone starts with hyperdrive. Should actually make it a bit easier for you I guess, only one tech to deal with.
BoltGriffen Jan 18, 2018 @ 6:26am 
Pode the mod is broken i tried it already
Archemyre Jan 17, 2018 @ 7:31pm 
Yeah I'm pretty sure it's broken at the moment. Can't research the default drives if I remember correctly from a month ago or so.
Pode  [author] Jan 17, 2018 @ 5:06pm 
I have not yet updated it for 1.9, so play at own risk. I don't think it will be too terribly broken but can't promise anything. Or about an update either, I know I owe you guys but I haven't found/made the time yet.
BoltGriffen Jan 17, 2018 @ 3:17pm 
is this mod able to be played in 1.9.1 because i would like to try it out
Joshua Norton Jan 7, 2018 @ 3:01pm 
i see, thanks cafeino :)
Cafeinoman Jan 7, 2018 @ 1:22pm 
@Joshua Norton I just start a game with alphamod and primitive players, with alphamod patch, and it works fine after 150 years. The only "problem" is that all FTL are available...
Joshua Norton Jan 6, 2018 @ 6:52pm 
yep i was considering both of your mods, although i cant really imagine playing stellaris without alphamod anymore since quite a while, ash just did too good of a job
Pode  [author] Jan 6, 2018 @ 6:09pm 
Might want to try Primitive Players as well, if you're really into long games
Pode  [author] Jan 6, 2018 @ 6:08pm 
We were once, Ash liked it. In the collection is a compat patch mod. It's certainly out of date since this still is.
Joshua Norton Jan 6, 2018 @ 3:51pm 
anyone knows if this one is compatible with alphamod?
i know, its like two totally different edges of the galaxy but with both combined, i can see very long games and i would love that.
Pode  [author] Jan 2, 2018 @ 5:30pm 
Will work on it this week and weekend. Work and family both starting to get under control
Nevodeon Jan 2, 2018 @ 10:11am 
Any word on the 1.9 update?
Archemyre Dec 7, 2017 @ 9:14am 
kk thanks pal
Pode  [author] Dec 7, 2017 @ 6:52am 
1.9 update next weekend at earliest, work sux
Blunky Nov 21, 2017 @ 2:00am 
I think so as well. I changed to the other Pre-Ftl mod and it's working fine now. Thank you for the help.
Pode  [author] Nov 21, 2017 @ 1:53am 
Jerry, sounds like a mod conflict, something else modifying the same vanilla files. Maybe a warp improvement, I know some folks thought it was a bit weak compared to the other 2.

Hoorn, I wrote such an even for Primitive Players and forgot to add it here. You can grab it from there if you get a chance to before I do.
Hoorn Nov 21, 2017 @ 12:43am 
I noticed that the AI is upgrading the ship designer after developing FTL. It will upgrade military vessels with the new designs, but it will not upgrade its science ships and construction ships with the new FTL designs. Which means the AI is stuck exploring the galaxy with its prebuild, pre-ftl science and construction ships. I noticed it is beneficial for the AI if its science and construction ships end op destroyed, after it develops the FTL technologies. It will build new vessels according to the new designs. By the time that happens, I usually already own a quarter of the galaxy.

1. I wonder if more people experience the same problem
2. I think that writing an event that would destroy all the AI's science and construction ship after a few months upon developing FTL, would greatly assist the AI in expanding and exploring.
Blunky Nov 20, 2017 @ 11:50pm 
My apologies. By warp I mean the standard warp drive, allowing for vanilla times between system jumps. (The warp starting ftl from vanilla.)
Pode  [author] Nov 20, 2017 @ 7:48am 
The slower than light drives are a special variant of warp, so without more detail I can't say for sure if that's a bug.
Blunky Nov 20, 2017 @ 7:43am 
I am unsure if it is a bug or me not using the mod correctly. But whenever I start the game my ships use warp drive, or no drive('s) at all.
Pode  [author] Nov 20, 2017 @ 5:06am 
Ion drive depends on fusion power and ion thrusters, but only one gets labeled by the game engine as unlocking FTL components. Even though it's STL :/

All I changed was normal starport. Tried to lock them behind starport construction tech. Maybe that's keeping you from building a 2nd one. Why it isn't needed to build the 1st is beyond me.
Endugu Nov 19, 2017 @ 12:46pm 
Is the Starship Dry Dock being empire unique as opposed to planet unique working as intended?
gordon519 Nov 19, 2017 @ 7:32am 
To clearify i was trying to get the Ion sublight drive but no luck.......seriously it came with the fusion reasearch and its not their
gordon519 Nov 19, 2017 @ 7:29am 
@Pode I didn't get anything from it at all and i spent several in game months reasearching it
Pode  [author] Nov 19, 2017 @ 7:01am 
For some reason ion thrusters get labeled by the game as enabling FTL components, when really it's the 0.99c ion drive. Also, any FTL tech with a question mark is a theory tech not a practical one, did you maybe get a 2nd theory?