Stellaris
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Pre-FTL Players 2.2
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2016년 8월 6일 오전 11시 59분
2018년 12월 16일 오전 8시 57분
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Pre-FTL Players 2.2

Pode님의 1 모음집
Pre-FTL Players mods
아이템 13개
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Getglad188 has taken over active development and testing for the current game version here I'll keep this around for all you who subbed it and for my own future update use, but those who follow this mod should go help him over there for the foreseeable future.

Updated for 2.2.x

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 a theory. Practical drives must be researched & fitted before ships (any ship,not just scienceships) can leave their starting systems. Exploiting your home system is much more important than in vanilla.

Features
  • No FTL at start, you must research space science level 2 and physics level 2 to unlock the rare tech for practical hyperdrives.

  • Experimental FTL drives are a common tech unlocked via physics 1 and space science 1. Experimental drive tech is not required for true FTL. 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. Ships with these drives may get stuck at entry or exit points of hyperlanes. 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. AIs will not use this drive tech and autodesigner will not put it on your ships, so you may want the Designable Civilian Ships mod or Civilian Ships Weaponized.

  • AI empires can be given proper FTL tech at any time via the console command "event preftl.1"

  • FTL Mapmode: Based on Birdy's work, shows the highest FTL technology researched in each empire.

Recommended Mods
HIGHLY recommend using all three of Anex's Enhanced AI, Glavius' Ultimate AI, and Risa's Unofficial Patch.
A colonization mod or rushing droids for expanded colony options is almost necessary to really enjoy pre-FTL gameplay. I use my update to Echo's Colonizeable Home System.
You may also be interested in Primitive Players, a more fully featured low tech start.

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

Discord channel[discordapp.com]
인기 토론 모두 보기(1)
6
2018년 12월 31일 오후 12시 45분
고정됨: Test / Development version of this mod
Pode
댓글 679
tilarium 2025년 5월 6일 오전 9시 07분 
Stop being so demanding. Mod is 6.5 years out of date. It would basically need to be rebuild from the ground up at this point.
gribbleflix 2025년 5월 6일 오전 9시 02분 
UPDATE!
James Fire 2023년 12월 17일 오전 9시 47분 
Since it was last for 2.2, no shit sherlock
Crimsonknight 2023년 12월 17일 오전 5시 33분 
dosent seem to work installed it started up the game and nothings changed
netczar 2022년 12월 22일 오후 10시 10분 
Works like a charm for me with 3.6.x (both this and Getglad188's "testing" version), along with Planetary Diversity. The required techs from Physics and Engineering - Quantum Mechanics and Rare Materials Lab for the testing version, if I recall correctly - get geometrically more likely to turn up every 20 years. Then you get to research the hyperdrive. The experimental hyperdrive is also fun. Would still recommend firing the event for the AI by console (event preftl.1) if you want a more regular game after that. Oh, and (event preftl.2) does it for yourself.
Nemon 2022년 5월 29일 오전 7시 28분 
Thank you for the replay. In the past days I've tested both variants. Both work as intended, "testing" will give the experimental hyper-drive after you research "exotic materials lab" (which can take a long time or never if you inhibit the "exotic materials lab" ) while "2.2" will give the experimental hyper-drive after you research something at level 2 from "physics" and, I beleave also from "engineering" since i cannnot find anywhere the cathegory or subcathegory "scince" (maybe this was a variant in the previos versions of the game).
Overall I'm very happy with Pre-FTL 2.2 as this also forces you to focus heavily on research in the begining of each game.
Great mod, shame the game doesn't include it as a default and hope it will never become incompatible.
Pode  [작성자] 2022년 5월 28일 오후 5시 37분 
Try Getglads version. Those aren't the names of specific techs, but of a tech category and level
Nemon 2022년 5월 27일 오후 1시 41분 
Hello, I am new to the game and I want to try also this mod even if it's old.

Could you please clear up for me where do i find "space science level 2 and physics level?
I cannot seam to find them in any tech tree.
James Fire 2021년 4월 26일 오후 3시 12분 
...how about you bother to read other comments, like the one by the author literally 3 places before yours?
tilarium 2021년 4월 26일 오후 3시 00분 
tilarium Mar 5 @ 12:14pm
Yeah... if only someone could take over development while Pode is indisposed. That would be really cool....