Stellaris

Stellaris

Primitive Players 2.0
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Opdatering: 26. okt. 2017 kl. 17:56

Monsters now use non-salvageable Guardian warp drives. No more butchering space cows for their super advanced mechanical FTL technology

Opdatering: 26. okt. 2017 kl. 17:22

In tonight's episode of Duh, Pode! our hero remembers that triggered events need triggers defined (should fix science and construction ship forced FTL upgrade event for AIs). Also remembered that buildings duplicate, not overwrite, so you can still build the vanilla basic farms and mines as well as the primitive farms and factories. Tuned down the AIs obsession with society tech also.

Opdatering: 25. okt. 2017 kl. 19:51

Updated tech files to work both with and without Glavius AI mod and Risa's unofficial patch

Opdatering: 23. okt. 2017 kl. 16:11

Fixed bugs with static modifiers, building upgrades, and starting techs. Primitive farms and factories now buildable by players early on. They have no maintenance, but cost happiness.

Opdatering: 22. okt. 2017 kl. 15:43

Restructured mod for greater compatibility, Glavius AI no longer included

Opdatering: 9. okt. 2017 kl. 18:21

Initial Upload

Opdatering: 8. okt. 2017 kl. 12:20

More Glavius AI updates. Now prioritizes energy and FTL a lot more

Opdatering: 5. okt. 2017 kl. 17:24

Glavius updates to AI army logic. Quotes: "Expect wars to be hard now." "I wouldn't think of playing this on anything above normal difficulty." We'll see. I expect players to manage being primitive better, so more difficulty may still be in order.

Pode - added event to help AI update its science ships once it has FTL. May not fire properly yet.

Opdatering: 3. okt. 2017 kl. 17:15

Trying to keep up with Glavius' updates

Opdatering: 2. okt. 2017 kl. 17:16

Primitive buildings now can upgrade immediately into basic buildings, if you can afford it. Same output, but no unhappiness modifier. Makes things easier, but hopefully also means AI knows what to do with them now and doesn't just leave them in place.