Stellaris

Stellaris

Primitive Players 2.0
Showing 21-30 of 76 entries
< 1  2  3  4  5 ... 8 >
Update: 7 Mar, 2018 @ 4:45pm

Thanks to @cbshing's help with @lyndonguitar's request for mod conflict resolution, national tile blockers have been reworked in a way that <should> support any vanilla or modded start scenario that gives you more than 2 pops on a world of more than size 10. That minimum will be an exquisitely hard start, but it will function.

Update: 6 Mar, 2018 @ 6:55pm

Experimental FTL drives are a rare tech unlocked via fusion power, ion thrusters, and physics lab 1. Experimental drive tech is not required for true FTL unlocked by physics lab 2. 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.

Update: 5 Mar, 2018 @ 5:40pm

Cleaned up non functional bonuses from national tile blockers

Primitive buildings are no longer buildable once you research the tech for their 2nd upgrade, so they won't clutter your list.

Update: 5 Mar, 2018 @ 4:41pm

I realize I have little credibility left on this point, but hyperion drive ships really should not get stuck anywhere anymore.

Update: 4 Mar, 2018 @ 6:03pm

Fixed premature cultists

Update: 4 Mar, 2018 @ 3:51pm

Independent nation tile blockers initialize properly. Please provide feedback on the adjacency bonuses and penalties work and what they should be.

I haven't done the localizations yet, I want to get the events for clearing these guys written first.

Update: 4 Mar, 2018 @ 2:49pm

So apparently ships in hyperspace count as idle, and I wasn't applying the speed boost to idle ships. Fixed now. For real. Slow drives honestly should work now I swear.

Pay no attention to any weirdness with pacifist tile blockers, they're my guinea pigs. Later tonight I hope to roll out some improvements to the TBs after testing with them more.

Update: 4 Mar, 2018 @ 12:58pm

Renamed static modifier file so that starting penalties and FTL speed assist actually get applied.

Oh, and added some tile blockers to represent independent nations. Wars and diplomacy with them will be handled by events based on clearing them, which represents a major diplomatic overture / demand. You'll get 6 that are hostile to you based on a random roll of ethics opposed to you, and 4 that are neutral from other ethics. Hostiles have adjacency bonuses and penalties that are still in work. For now just pay the costs and clear them.

Soon TM clearing a neutral will either replace it with an ally (who has nice adjacency bonuses), another neutral to represent no real change, or a hostile if you pissed them off. Allies will then give you a pop of their ethic as well as the tile if you successfully clear them. Hostiles will spawn armies and fight you if you piss them off. If the fight goes on long enough some nukes might come out, and the more that happens the more you risk making a tomb world (which will not wipe you out if you don't have an offworld colony yet, but it will look a little like an apocalypse civic start).

Distant future I want to let the machine empires start with organic pops to pamper/exterminate and other fun thigns with the oddball starts.

Update: 4 Mar, 2018 @ 9:43am

Made all ships able to explore again. This was needed to fix an exploit where reassigning a scientist once his ship was in hyperspace caused it to instantly complete a decade long journey.

Update: 4 Mar, 2018 @ 9:37am

Doubled speed for base travel and monthly event boost for slow interstellar drive. Should prevent sticking anywhere.