Stellaris
Pre-FTL Players test - Archived
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Pode  [작성자] 2023년 12월 13일 오후 1시 07분 
under betas in steam
gooser 2023년 12월 12일 오전 8시 35분 
do you guys know ow to change the game vertion?
Pode  [작성자] 2018년 2월 27일 오후 6시 24분 
Andon's STL drive seems to be working, y'all put it thru the wringer for me. Watch for ships getting stuck on the edges of systems for more than 3 months, that'll be a bug. Or for ships not quite moving thru hyperspace.
Pode  [작성자] 2018년 2월 26일 오후 5시 47분 
Will be testing out a new STL drive based on Andon's work, watch for a new test drop in the next few days.
Pode  [작성자] 2018년 2월 23일 오전 8시 02분 
Had hoped to be able to slow things down substantially more by using the old nebula effect on interstellar travel, but it seems to have been removed. So I can get a 25% reduction since I don't have to allow for it, but I was hoping to be able to lower speed from 0.33 ly/day to 0.02 ly/day
Pode  [작성자] 2018년 2월 23일 오전 3시 50분 
BR, this is the beta test version. Fix what? And suggest how.
Chillbane 2018년 2월 22일 오후 9시 03분 
Not found any major bugs yet, then again i have not found any aliens. I started STL so who knows? working so far and thanks for keeping this mod going.

I am more a slow player so this mod really helps me not get swarmed :)
tofohan barbecue 2018년 2월 22일 오후 8시 01분 
FIX
Pode  [작성자] 2018년 2월 22일 오후 7시 49분 
2.0 update, watch for ships getting stuck outside systems and not arriving, especially in nebulas. Will be mucking with STL in hopes of slowing it down more, but it'll take much more hackery than it did with warp.
Pode  [작성자] 2017년 5월 10일 오후 3시 35분 
1.6 update, revised prereqs for FTL, pirates, cultists and anomaly ships hopefully fixed
Pode  [작성자] 2017년 4월 20일 오전 10시 59분 
Added a lot of ideas I want to try to the discussions, take a look and share your thoughts
Pode  [작성자] 2017년 4월 15일 오전 11시 04분 
Thanks Ivan. Now that I know how to overwrite specific events, the long running problems with event ships are next on my todo list. After some "testing" of my own for once.
Ivan_Moskvich 2017년 4월 15일 오전 10시 54분 
Thanks for all the hard work Pode, even with all the other mods updated that i use, the game just didn't seem as good without your awesome pre ftl mod.

Glad you got it figured out and working.
Zoe Hexe 2017년 4월 13일 오후 9시 58분 
All of my ideas are difficult to implement in a way that the AI wouldn't get access to them as well; but then again I'm not sure the AI does have unity? I'm probably not the best person for solving this problem. In any case the only idea I had was a planetary event on your homeworld that lasted 10 years nuking your unity income. fluff text could be whatever to explain it.
Pode  [작성자] 2017년 4월 13일 오후 6시 29분 
I haven't touched or even looked at unity and traditions, but it does sound like that's a problem. I could possibly apply negative unity to the theory techs and offsetting positive unity to the practical techs, but that gets ugly if you're trying multiple theories. Thoughts?
Zoe Hexe 2017년 4월 13일 오후 5시 57분 
Hey, do you think there is any way to add a modifier to pre-ftl societies that effectively negates their unity gain? The mod is working properly but it clashes hard with the Unity system. Short of refusing to use unity stuff I am finishing entire tradition trees before I even get ftl. Just feels off.
Pode  [작성자] 2017년 4월 12일 오후 4시 57분 
Got a 1.5 version working now, taking it live on the main mods
Pode  [작성자] 2017년 4월 10일 오후 12시 23분 
Progress. STL drives now work properly, but the mapmode doesn't and I still can't get it to accept being a 1.5 mod instead of 1.4
Raf 2017년 4월 8일 오후 8시 22분 
Is it working now? I would really like to play this mod, thanks!
Pode  [작성자] 2017년 4월 8일 오후 3시 33분 
Dammit, it's making dupe mods now instead of flagging this one as 1.5 compatible
Pode  [작성자] 2017년 4월 8일 오후 2시 14분 
And for what ever reason overwriting techs doesn't work the way it used to. I'm gonna take a nap and come back when the fever's down a bit.
Pode  [작성자] 2017년 4월 8일 오후 2시 05분 
For the life of me I can't make the red box of doom go away, but I swear this is the 1.5 version
Pode  [작성자] 2017년 4월 8일 오후 1시 50분 
1.5 Banks version now live for testing. I'm rather ill, so I'm going to turn it loose in observer mode and see what happens. Counting on you guys to fill me in if things go sideways, I'll fix 'em as I can.
alos 2016년 10월 28일 오후 5시 57분 
I haven't the slightest idea., My guess is that all the files are neatly labeled, so if u browse them and find the ship hull models and data, you could get a complete file with the nomad hull and paste it into the colony ship section. That being said, I get this sort of idea from kerbal space program's files.
Pode  [작성자] 2016년 10월 28일 오후 5시 13분 
If you know how to do that, please go ahead and make it as a standalone mod and I'll link to it. My modding skills are very limited
alos 2016년 10월 28일 오후 4시 49분 
That would be fun. Maybe you could just start out by adding it as an alternative hull in the shipbuilder?
Pode  [작성자] 2016년 10월 28일 오후 4시 23분 
Nomad home ship. In the list of things to figure out how to do eventually is to make it the graphic for slower than light colony ships if possible
alos 2016년 10월 28일 오후 3시 34분 
What type of ship is that?
Pode  [작성자] 2016년 10월 23일 오전 9시 21분 
Troubles shot, drives should be underped now
Pode  [작성자] 2016년 10월 22일 오전 10시 26분 
First patch attempt with 1.3 just failed. Folks start with FTL drives without the tech. No more time for me to troubleshoot it today, but if you guys want to attack it I'd appreciate the help
Pode  [작성자] 2016년 10월 22일 오전 10시 08분 
1.3 Heinlein compatibility patch, test 1 is now up. Let me know what's broken. Besides event ships, I didn't touch those problems
Pode  [작성자] 2016년 10월 3일 오전 9시 36분 
I remember messing with the define but not why I went away from that approach.
Not yet. Just add the other ship classes to the list allowed to use STL in the drive components file, publish the variant, and I'll add you as collaborator and link it in the collection
Smoe 2016년 10월 3일 오전 5시 22분 
Yeah, it's a cool mod, a pity about that weird glitch, i wonder why you can't go beyond one decimal place with the INTERSTELLAR_TRAVEL_SPEED value since other values in the defines.lua are able to handle it. I was wondering, is there a version of the mod that gives sublight drives to all ships?
Pode  [작성자] 2016년 10월 2일 오후 7시 20분 
Any slower and ships get stuck on the galaxy map outside their destination systems. Best I could do.
Smoe 2016년 10월 2일 오전 11시 08분 
Is there no way in the engine to slow the actual jump times, as in have them jump instantly but actually spend the time in transit. Or does it not distinguish between the different jump types?
Pode  [작성자] 2016년 8월 25일 오전 7시 25분 
Thanks, glad you like
Saxxon 2016년 8월 25일 오전 7시 09분 
Just read the main mods description. Fantastic idea man! Props to you!
Pode  [작성자] 2016년 8월 24일 오전 10시 15분 
There's a much better description for each of the main mods in the collection linked to above. This is just my testbed where some folks interested in helping me try stuff out can help me beta test.
Saxxon 2016년 8월 24일 오전 8시 55분 
So what does this mod do? Do we get limited to our home systems for a few decades? Iss there stuff to do while we're stuck there?
Pode  [작성자] 2016년 8월 23일 오후 3시 24분 
Rework of AI to actually choose FTL when it comes up, and make FTL more accessible after 20 years
Pode  [작성자] 2016년 8월 22일 오후 5시 30분 
Tech weights reset, average to get FTL now 24 years and 14 techs at 3 per draw
Pode  [작성자] 2016년 8월 22일 오전 4시 48분 
Thanks YoJoe, glad you're enjoying it. The average seems to be a bit high though, will tweak it back down tonight
YoJoe 2016년 8월 22일 오전 3시 22분 
With the current version I got "Practical Warp Travel" as the 16th Physics tech after 40 years, which is very nice! Enough time to build 2-3 colonies using STL colonization ships, bevore gaining FTL travel :-)
YoJoe 2016년 8월 22일 오전 2시 16분 
With the current version, 2 out of 3 of my STL-Science ships never arrive at the target system and seem to stay "in-travel" forever.
Pode  [작성자] 2016년 8월 20일 오후 12시 56분 
New update, FTL mapmode should now correctly show their highest FTL tech in both color and tooltip
Pode  [작성자] 2016년 8월 19일 오후 7시 02분 
YoJoe, you helped me spot a bug and while I couldn't squash it I was able to move it to a place it should almost never show up, so thanks. Fixed in the new release version of the main mods
Pode  [작성자] 2016년 8월 19일 오후 4시 00분 
15 years sounds about right, but warp immediately after should be rare but possible. Does that happen repeatedly? Use the tech update console command to regenerate the tech choices for test purposes
YoJoe 2016년 8월 19일 오후 3시 16분 
I got Hyperdrive after 15 years already and Warpdrive directly after finishing Hyperdrive research. I thought FTL is really rare?
Pode  [작성자] 2016년 8월 18일 오후 6시 12분 
Alright you 15 brave souls, I'm about to drop the first update for you to test. I've cleaned up some remnants of my effort to make drives reverse engineerable. They didn't seem to cause trouble under 1.2.4, but (hopefully) they're causing trouble under 1.2.5 and removing them will resolve it.
Pode  [작성자] 2016년 8월 15일 오전 7시 20분 
Adding to what @ined77 said, if this testing version mod does receive updates, those updates are very likely to cause bugs.

That said, I never ever want to turn down free help with bug testing, so if you want to help beta test updates to the main mods linked above, by all means subscribe to this mod too and leave bug reports in the comments.