Stellaris

Stellaris

Pre-FTL Players Testing
Showing 11-20 of 25 entries
< 1  2  3 >
Update: 11 Apr, 2023 @ 4:16pm

3.7.4 Update

Update: 11 Apr, 2023 @ 3:46pm

Update: 18 May, 2022 @ 1:58pm

- Bugfix -
Fixed instant teleport a few days into FTL journey
Fixed Construction ships being not buildable

- Update -
Brought shipsizes up-to-date with new Overlord changes to defense stations.

- New -
Ship Windup multiplier added to EXP drive (25%)
Enabled 3d Shipviewer for all ship sizes in the Shipviewer
Updated Max ship cap for a couple of civilian shiptypes (vanilla caps pdx added to prevent constructor spam etc.)
Updated species specific ship size trends to match vanilla game

Update: 9 May, 2021 @ 3:06pm

-Updated and reconciled with minor changes to Stellaris following the 3.0 update.

-Tweaked tech requirements for FTL tech

-Tweaked tech weighting for FTL tech

Update: 22 Mar, 2021 @ 8:18am

-Modified pre-requisites for experimental drives (one requisite in particular) to make it more likely for them to be fulfilled.

-Added a pre-requisite to the first level of drive. It will now require the experimental drive since the AI should now be able to properly use them.

Update: 18 Dec, 2020 @ 5:36am

-Implemented fix for auto-upgrade not including the experimental drive in new designs. This was initially implemented to work around the AI not being able to use the experimental drive properly, which has been now been resolved by previous component tweaks.

-Removed designable feature to civilian ships as it is no longer needed, and with the auto-upgrade feature, only causing more problems.

-Isolated Pre-FTL techs in a way that overwriting the entire 00_physics file is no longer necessary.

Update: 3 Dec, 2020 @ 4:26pm

-Limited science ship and construction ship construction to empires with FTL technology, to prevent the AI from building multiple ships of this type, only to have them sit around their starbase doing nothing.

-Fixed a bug where the AI's science ships would sit at a starbase doing nothing, even after they research FTL tech.

-Added additional on_becoming_advanced trigger and event for advanced empire starts so that they start with FTL tech regardless of if the player gives AI empires FTL tech in the starting choice (as they are advanced, and without it they don't function properly/their economy sucks ash)

Update: 29 Nov, 2020 @ 1:42pm

-Fixed a bug where flavor damage was affecting all ships with any kind of hyperdrive, and not just those with the experimental drive.

Update: 28 Nov, 2020 @ 1:47pm

-Updated AI weight for FTL tech, and all pre-requisites so long as they don't already have FTL tech.
-Adjusted pre-requisites to be slightly easier for the pre-requisites to be met.

Update: 26 Nov, 2020 @ 8:43am

-Updated weight for experimental drives and level 1 hyper drive.
AI wasn't researching these techs due to an outdated static draw weight. At the tier level for each, the technologies would not appear as every tech level on that tier had a significantly higher draw weight. I updated this weight to now utilize the scripted variables that are used for base game technologies, so the issue shouldn't recur unless Paradox throws out the weighted system they have now.

-Updated event exp.2
Moved limits from event file to the on_actions file removing unnecessary error.log spam.
Also fixed an unsupported scope which wasn't spamming, but was also found among the error.log spam.