Stellaris

Stellaris

Primitive Players 2.0
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Update: 26 Oct, 2017 @ 5:56pm

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

Update: 26 Oct, 2017 @ 5:22pm

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.

Update: 25 Oct, 2017 @ 7:51pm

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

Update: 23 Oct, 2017 @ 4:11pm

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.

Update: 22 Oct, 2017 @ 3:43pm

Restructured mod for greater compatibility, Glavius AI no longer included

Update: 9 Oct, 2017 @ 6:21pm

Initial Upload

Update: 8 Oct, 2017 @ 12:20pm

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

Update: 5 Oct, 2017 @ 5:24pm

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.

Update: 3 Oct, 2017 @ 5:15pm

Trying to keep up with Glavius' updates

Update: 2 Oct, 2017 @ 5:16pm

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.