Stellaris

Stellaris

Pre-FTL Players test - Archived
53 kommentarer
Pode  [skapare] 13 dec, 2023 @ 13:07 
under betas in steam
gooser 12 dec, 2023 @ 8:35 
do you guys know ow to change the game vertion?
Pode  [skapare] 27 feb, 2018 @ 18:24 
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  [skapare] 26 feb, 2018 @ 17:47 
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  [skapare] 23 feb, 2018 @ 8:02 
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  [skapare] 23 feb, 2018 @ 3:50 
BR, this is the beta test version. Fix what? And suggest how.
Chillbane 22 feb, 2018 @ 21:03 
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 22 feb, 2018 @ 20:01 
FIX
Pode  [skapare] 22 feb, 2018 @ 19:49 
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  [skapare] 10 maj, 2017 @ 15:35 
1.6 update, revised prereqs for FTL, pirates, cultists and anomaly ships hopefully fixed
Pode  [skapare] 20 apr, 2017 @ 10:59 
Added a lot of ideas I want to try to the discussions, take a look and share your thoughts
Pode  [skapare] 15 apr, 2017 @ 11:04 
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 15 apr, 2017 @ 10:54 
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 13 apr, 2017 @ 21:58 
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  [skapare] 13 apr, 2017 @ 18:29 
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 13 apr, 2017 @ 17:57 
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  [skapare] 12 apr, 2017 @ 16:57 
Got a 1.5 version working now, taking it live on the main mods
Pode  [skapare] 10 apr, 2017 @ 12:23 
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 8 apr, 2017 @ 20:22 
Is it working now? I would really like to play this mod, thanks!
Pode  [skapare] 8 apr, 2017 @ 15:33 
Dammit, it's making dupe mods now instead of flagging this one as 1.5 compatible
Pode  [skapare] 8 apr, 2017 @ 14:14 
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  [skapare] 8 apr, 2017 @ 14:05 
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  [skapare] 8 apr, 2017 @ 13:50 
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 28 okt, 2016 @ 17:57 
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  [skapare] 28 okt, 2016 @ 17:13 
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 28 okt, 2016 @ 16:49 
That would be fun. Maybe you could just start out by adding it as an alternative hull in the shipbuilder?
Pode  [skapare] 28 okt, 2016 @ 16:23 
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 28 okt, 2016 @ 15:34 
What type of ship is that?
Pode  [skapare] 23 okt, 2016 @ 9:21 
Troubles shot, drives should be underped now
Pode  [skapare] 22 okt, 2016 @ 10:26 
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  [skapare] 22 okt, 2016 @ 10:08 
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  [skapare] 3 okt, 2016 @ 9:36 
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 3 okt, 2016 @ 5:22 
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  [skapare] 2 okt, 2016 @ 19:20 
Any slower and ships get stuck on the galaxy map outside their destination systems. Best I could do.
Smoe 2 okt, 2016 @ 11:08 
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  [skapare] 25 aug, 2016 @ 7:25 
Thanks, glad you like
Saxxon 25 aug, 2016 @ 7:09 
Just read the main mods description. Fantastic idea man! Props to you!
Pode  [skapare] 24 aug, 2016 @ 10:15 
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 24 aug, 2016 @ 8:55 
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  [skapare] 23 aug, 2016 @ 15:24 
Rework of AI to actually choose FTL when it comes up, and make FTL more accessible after 20 years
Pode  [skapare] 22 aug, 2016 @ 17:30 
Tech weights reset, average to get FTL now 24 years and 14 techs at 3 per draw
Pode  [skapare] 22 aug, 2016 @ 4:48 
Thanks YoJoe, glad you're enjoying it. The average seems to be a bit high though, will tweak it back down tonight
YoJoe 22 aug, 2016 @ 3:22 
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 22 aug, 2016 @ 2:16 
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  [skapare] 20 aug, 2016 @ 12:56 
New update, FTL mapmode should now correctly show their highest FTL tech in both color and tooltip
Pode  [skapare] 19 aug, 2016 @ 19:02 
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  [skapare] 19 aug, 2016 @ 16:00 
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 19 aug, 2016 @ 15:16 
I got Hyperdrive after 15 years already and Warpdrive directly after finishing Hyperdrive research. I thought FTL is really rare?
Pode  [skapare] 18 aug, 2016 @ 18:12 
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  [skapare] 15 aug, 2016 @ 7:20 
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.