Stellaris
Primitive Players 2.0
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Actualizare: 26 oct. 2017 @ 17:56

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

Actualizare: 26 oct. 2017 @ 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.

Actualizare: 25 oct. 2017 @ 19:51

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

Actualizare: 23 oct. 2017 @ 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.

Actualizare: 22 oct. 2017 @ 15:43

Restructured mod for greater compatibility, Glavius AI no longer included

Actualizare: 9 oct. 2017 @ 18:21

Initial Upload

Actualizare: 8 oct. 2017 @ 12:20

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

Actualizare: 5 oct. 2017 @ 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.

Actualizare: 3 oct. 2017 @ 17:15

Trying to keep up with Glavius' updates

Actualizare: 2 oct. 2017 @ 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.