Stellaris

Stellaris

Pre-FTL Players 2.2
679 kommentarer
tilarium 6. maj kl. 9:07 
Stop being so demanding. Mod is 6.5 years out of date. It would basically need to be rebuild from the ground up at this point.
gribbleflix 6. maj kl. 9:02 
UPDATE!
James Fire 17. dec. 2023 kl. 9:47 
Since it was last for 2.2, no shit sherlock
Crimsonknight 17. dec. 2023 kl. 5:33 
dosent seem to work installed it started up the game and nothings changed
netczar 22. dec. 2022 kl. 22:10 
Works like a charm for me with 3.6.x (both this and Getglad188's "testing" version), along with Planetary Diversity. The required techs from Physics and Engineering - Quantum Mechanics and Rare Materials Lab for the testing version, if I recall correctly - get geometrically more likely to turn up every 20 years. Then you get to research the hyperdrive. The experimental hyperdrive is also fun. Would still recommend firing the event for the AI by console (event preftl.1) if you want a more regular game after that. Oh, and (event preftl.2) does it for yourself.
Nemon 29. maj 2022 kl. 7:28 
Thank you for the replay. In the past days I've tested both variants. Both work as intended, "testing" will give the experimental hyper-drive after you research "exotic materials lab" (which can take a long time or never if you inhibit the "exotic materials lab" ) while "2.2" will give the experimental hyper-drive after you research something at level 2 from "physics" and, I beleave also from "engineering" since i cannnot find anywhere the cathegory or subcathegory "scince" (maybe this was a variant in the previos versions of the game).
Overall I'm very happy with Pre-FTL 2.2 as this also forces you to focus heavily on research in the begining of each game.
Great mod, shame the game doesn't include it as a default and hope it will never become incompatible.
Pode  [ophavsmand] 28. maj 2022 kl. 17:37 
Try Getglads version. Those aren't the names of specific techs, but of a tech category and level
Nemon 27. maj 2022 kl. 13:41 
Hello, I am new to the game and I want to try also this mod even if it's old.

Could you please clear up for me where do i find "space science level 2 and physics level?
I cannot seam to find them in any tech tree.
James Fire 26. apr. 2021 kl. 15:12 
...how about you bother to read other comments, like the one by the author literally 3 places before yours?
tilarium 26. apr. 2021 kl. 15:00 
tilarium Mar 5 @ 12:14pm
Yeah... if only someone could take over development while Pode is indisposed. That would be really cool....
JB-[2ndSC(A)]Sgt.Tucker 26. apr. 2021 kl. 14:24 
does this work on 3.0? would really like to see this get updated we use mods like this in multiplayer frequently.
shrvm<3 13. mar. 2021 kl. 22:35 
liked this mod
Pode  [ophavsmand] 5. mar. 2021 kl. 12:09 
" @Getglad188 has taken over active development and testing for the current game version here" And seemingly done a hell of a job with it. I'm just so out of it I haven't even stolen his code to become the main version here like I told him I would.
tilarium 5. mar. 2021 kl. 9:14 
Yeah... if only someone could take over development while Pode is indisposed. That would be really cool....
The Cutest Elemental~ 5. mar. 2021 kl. 8:55 
This be cool if it worked for 2.8
Pode  [ophavsmand] 22. dec. 2020 kl. 13:57 
Nomads from vanilla
Mr Donut-36 21. dec. 2020 kl. 16:39 
whats the shipset in the thumnail?
Pode  [ophavsmand] 11. nov. 2020 kl. 9:31 
@Getglad188 has taken over active development and testing for the current game version here I'll keep this around for all you who subbed it and for my own future update use, but those who follow this mod should go help him over there for the foreseeable future. He's fixed several bugs, some QoL issues, and done great work. Go show him some love.
tilarium 3. nov. 2020 kl. 13:10 
So waste one of your two only civics on being a pre-ftl? How is that any better?
massimogreco1982 3. nov. 2020 kl. 12:48 
@tilarium. Waste the only origin for play as pre-ftl it's not good. Maybe a (toggable) civis, or a permanent one but with some advantages, otherways it's like shoot in own leg. Imho.
tilarium 26. okt. 2020 kl. 13:27 
@Getglad188 Glad to hear someone is ready to take up the challenge. This and Primitive Players are mods that I feel should be something that is part of the base game (or at the least done via an expansion pack), so glad to see that they may come back into being. My suggestion is to tie it into the origin system, with selecting the origin making your (or another created) nation into a pre-FTL.
Getglad188  [ophavsmand] 26. okt. 2020 kl. 13:22 
Be happy to take a crack at Primitive Players as well :) I sent you a DM
Pode  [ophavsmand] 26. okt. 2020 kl. 13:11 
And can I interest you in helping update Primitive Players while we're at it?:steammocking:
Pode  [ophavsmand] 26. okt. 2020 kl. 13:10 
Very, very interested. Been hoping someone else would pick this up and run with it for a long time now, as I just can't seem to get things stable enough IRL to get back to it. DM me and we'll figure out how to handle the details. Really appreciate it.
Getglad188  [ophavsmand] 26. okt. 2020 kl. 13:03 
Hey so I played around with the mod files for my personal use to update them, and I've got a working version with 2.7.2 (it's been working for me) + a small QOL tweak (internalized the customizable science/construction ships so you don't need a second mod. If you'd be interested Pode, I could send you the files if you want to upload them? Or I could upload them myself? Don't want to step on anyone's toes, but it seems there's still some interest in this mod/something that works similar :)
Andromeda 26. okt. 2020 kl. 12:15 
mainly still works, however experimental hyperdrive doen't function
Pode  [ophavsmand] 26. okt. 2020 kl. 10:58 
Doubtful
lequocbaohle 24. okt. 2020 kl. 5:24 
was this even work with the latest version ??
Pode  [ophavsmand] 5. okt. 2020 kl. 11:06 
FTL tech probably doesn't unlock the new Juggernaut scale drive component like it does for other older ship classes.
Admiral von Spee 5. okt. 2020 kl. 9:19 
@Pode it still works but the new Juggernaut comes without the ftl-tech!
Good to hear that you will come back eventually :steamhappy:
Pode  [ophavsmand] 5. okt. 2020 kl. 9:10 
Apologies for 2 things guys. 1 is I somehow got unsubscribed to this comment thread and haven't seen any activity in ages. 2 is that I haven't done any updates in ages. If this still works at all I'm impressed. I can't promise an update anytime soon, but I will eventually find my way back to Stellaris modding, I think. Depends a lot on what happens with the AI.
Abu Hajar 18. sep. 2020 kl. 16:55 
Would love a continuation of this mod.
hyperion9710 20. juni 2020 kl. 2:21 
Please update, Juggernaut can't attach FTL Drive
Locksley 21. maj 2020 kl. 17:00 
Any chance of this or something similar getting picked up again? I've always wanted to do a run where you and other empires are expanding using low-end tech while unable to translate each others languages.
tilarium 29. apr. 2020 kl. 6:06 
Yeah.... 2.2, load that first.....
Admiral von Spee 29. apr. 2020 kl. 0:42 
load order??anyone
hyperion9710 16. apr. 2020 kl. 4:20 
confirmed works with current version, but not Juggernaut i think, i can't attach any available FTL drive to her.
♤ |_Pandora_| ♤ 30. mar. 2020 kl. 21:16 
@Pode
Heh. I know that you can increase the speed of entry into hyperspace, but what if you put a multiple negative value, and make the defective hyper jump engine the initial engine? I know one mod where there is a layer of code that creates separate, new engines for hyperspace travel. I could give you this mod, from it you could take this piece of code and use. Please think about it. The mod is just wonderful. Now, with the release of the Federations, I noticed a revival of very old mods, their authors return and update their creations most actively. Maybe your time has come?
Reddichpflanzer 27. mar. 2020 kl. 16:09 
I think the mod is broken. I have the same problem (ACExtravaganza). I have researched the experimental FTL... but the science ship cannot use the ftl.
Admiral von Spee 27. mar. 2020 kl. 3:03 
@atalante
What colonization mod from planetary diversity? link please
atalante 26. mar. 2020 kl. 16:44 
It worked fine for me on 2.6.2. I only wish the chance to get the drive would increase over time because I had it after 70 years, despite having maxed out science at nearly 800 science points total. Still, now that I know it works, ill use the colonization mod from planetary diversity and start with doomsday origin.
hyperion9710 23. mar. 2020 kl. 20:06 
it worked until 2.5.*, but i'm not sure it work on current version...
tilarium 8. mar. 2020 kl. 12:58 
Have you also rolled the game back to 2.2 (3 main versions ago) because that was the last time this mod mostly worked.
Dietsugar 8. mar. 2020 kl. 12:20 
I have all the required mods and I've gotten all required techs by year 2700 and I still have no potions for any FTL techs none zip. As well as that I do not have an option in my ship designer to attach any type of FTL to my civ ships even with the designable civ ships.
tilarium 7. mar. 2020 kl. 1:54 
.... I'd answer but 2 things are stopping me. 1: is that the answer is already out there and 2: you apparently don't like to read, otherwise you'd have had seen the answer already out there and not have asked.
Dietsugar 6. mar. 2020 kl. 19:35 
is this mod broken? i dont have the option for expermental ftl drive
ACExtravaganza 20. feb. 2020 kl. 13:54 
I don't know why, but while I was researching hyperdrive 2 my science ships suddenly upgraded to having hyperdrive 1
ACExtravaganza 19. feb. 2020 kl. 19:19 
Am I wrong or does this mod no longer work? None of my science ships are ftl capable after researching the requisite technologies.
skud13 2. jan. 2020 kl. 9:23 
Honestly you're better off just waiting until you get proper hyperactive to start exploration. Fill your time by building tall in your home system with mods that let you have habitats on planets or early habitat building.
Booperius 2. jan. 2020 kl. 3:49 
Everytime my ships arrive to a system using experiment jump-drive, the drives are deleted off the ship. Intentional behavior or bug?