Stellaris
Primitive Players 2.0
A apresentar 41-50 de 76 entradas
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Atualização: 26 out. 2017 às 17:56

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

Atualização: 26 out. 2017 às 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.

Atualização: 25 out. 2017 às 19:51

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

Atualização: 23 out. 2017 às 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.

Atualização: 22 out. 2017 às 15:43

Restructured mod for greater compatibility, Glavius AI no longer included

Atualização: 9 out. 2017 às 18:21

Initial Upload

Atualização: 8 out. 2017 às 12:20

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

Atualização: 5 out. 2017 às 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.

Atualização: 3 out. 2017 às 17:15

Trying to keep up with Glavius' updates

Atualização: 2 out. 2017 às 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.