Stellaris
Primitive Players 2.0
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Обновление: 3 март 2018 в 14:21

Cultists will no longer spawn early enough to prevent you building an outpost. They depend on you having corvette tech and starbase 2 tech, which unlocks corvette construction. You'll likely be able to build a fleet before they get one, but it's not guaranteed, so don't waste time once you have the tech.

Обновление: 2 март 2018 в 13:41

"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.

Please keep an eye out for "STL" ships getting stuck at the edge of their destination systems for longer than 3 months, especially in nebulas. Andon has seen some bugginess with his version and we're trying to run that down. Anythign you can tell us about a stuck ship will help.

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

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 something to do in your home system for a while.

Proper hyperdrives that move 10 parsecs per day now depend on physics lab 2. In case you missed it earlier.

Once you or AI have hyperdrives, 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 (including hyperdrives) from the AI.

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

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. I <think> the event code will give them proper functioning drives, if not I have events already written fro PreFTL that I can swap in quickly. If you get soemthign from a shipyard with an STL drive, I'll fix it ASAP and you cna laod your pre-shipyard save and go right on.

Обновление: 27 февр. 2018 в 16:57

Quick fix for magic outposts appearing before you have outpost tech. They still magic in for free, but hey, incremental improvement.

Обновление: 27 февр. 2018 в 5:26

Tech order is now Starbase 1 for outpost, corvette tech, and then the next tech roll starbase 2 is guaranteed so you can build shipyards and then your new corvettes. Should prevent a CTD when opening an empty shipyard build list.

Tried to use the existing unlock tags to make starbase 2 and physics lab techs more informative but it didn't seem to work.

Обновление: 26 февр. 2018 в 17:11

Found the missing letter t. Starbases are now a thing.

Buffed tier 0 tech weights up quite a bit, and made power plant 1 require research.

Game engine gives you a free outpost in your home system shortly after you get the tech for outposts. This is going to make it impossible to share systems with breakaway colonists.

Обновление: 25 февр. 2018 в 19:35

2.0 version Initial Upload

No more slower than light drives, casualties of the new FTL system.

Обновление: 6 ноем. 2017 в 9:42

-Added new event on game start that lets you give AI empires FTL if you wish.
-Updated tech files for ai prioirities and possible startport upgrade bugfix.

Обновление: 30 окт. 2017 в 12:53

Removed leftover duplicate techs from physics tech file

Обновление: 30 окт. 2017 в 9:46

FTL map mode no longer reveals empires you haven't contacted.

Also redid factions hoping to fix issue with elections

Обновление: 27 окт. 2017 в 4:47

Vanilla events on new technology reseacrh completion should no longer trigger twice.