![]() The first releases will be in early 2001, but plans are being made now. Transhuman Space is an upcoming line of hard-SF worldbooks, set in the Solar System, which will feature biotech, black-hole mining, and pirates. Kromm and David Pulverĭavid Pulver ( GURPS tech-book and science-fiction author extraordinaire) and Sean Punch ( GURPS Line Editor) will discuss GURPS Transhuman Space. Stellaris' UI isn't really designed for a 1440p monitor, and a lot of windows should probably be improved/resized.Pyramid Chat 03/29/00: Dr. Plentiful - Bigger Research Window Pretty self-explanatory. Just "Heavy" and "Support" variants for ships, providing different combat roles and force multiplier effects. Absolutely no planet killers, titans, superweapons, or anything like that. Stellar Expansion - Voidcraft New classes of spaceships, nothing straying too far from vanilla power. Helps to balance out mid-game inequities in FTL choice. Stellar Expansion - FTL Enhanced Couple of small techs to iteratively improve on FTL drives. Use to add some FTL rebalancing but I've broken that off into a separate addon. In some sense, it can make it harder since Fallen Empires are going to start with the new techs. Stellar Expansion New buildings and technologies, but the numbers line up with those in the base game, and AI Empires have access to all of it. ![]() I tend to expand on the game without straying too far from vanilla balance. If you can't seem to finish your precursor quest line, use More Events it occasionally causes archaeological digs on your owned planets to turn up precursor artifacts so you can actually find those darned Cybrex.įor me it's pretty simple - I use my own mods and a couple of others. 1 influence to planetary capitols, and increased the influence cap to 2k.Īnd while I've taken a break from using it for the moment, I'll also throw in a plug for the More Events Mod, for which I wrote the Enterprise of the Fallen event, but haven't been able to contribute more lately. I'm not sure which, but one of these mods also added. It's the only mod in this list that is not up to date for 1.3 but it works just fine. I consider it essential, as so many planets are too small to be worth colonizing due to tech penalties. It takes (27 days * current size of planet) to add a tile, won't go past size 25, and deconstructs automatically when it detects the world is full size - which means if you build it and then hand the planet to a sector, it'll finish its work and go away appropriately. It provides -10% happiness and has an upkeep of 10 minerals and energy per month, but it slowly increases the size of the planet it's built on. Requires terraforming liquids and gases to build, costs a fair deal of minerals, energy and influence. Provides a building with terraforming tech. Some might not like that, but since I need to play on smaller galaxies and might not get more than one or two of them, I do. All of the leviathans (assuming you have the DLC) and special systems will pop with this mod. Later on, the player's energy needs will outpace this and power plants will be necessary, but the early game is completely different. ![]() The player can easily get enough energy to start interacting with enclaves, and can give a greater focus to mineral production. This completely changes the pace of the early game. Adds 5-14 energy to every star and 2-6 per gas giant. How rarely do your sensors detect enemies? This gives a modest boost to early-game sensors and a significant boost to late-game - to the point that, later on, you'll see nearly everything inside your own territory. Nothing too major, just the ability to get truly legendary leaders.įox Sensor Mod. It increases leader skill caps by 3 levels, pool and capacity by 2, and experience gain by 10%. Labs - and especially their upgrades - are much more worthwhile.įox Leader Mod. It gives you a chance to counteract the tech penalties from having a larger empire, and in my opinion it improves the pace of the game. Have to be careful activating the features of this mod as it'll suck your minerals dry if you let it, but it streamlines running your empire so much that I don't care.Įnhanced Laboratories. I find it very convenient.Īuto Build and Improve Buildings. You start with auto exploration unlocked. Since 1.3, I've been playing with the following mods:Īuto Auto Explore. ![]()
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