Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The Belt
District Overhaul 2
I also use Planetary Diversity, but not the planetary habitats since they all start with 70% habitability, which is too high I think for starting habitats on asteroids, molten worlds and such.
All three have been compatible as far as my own testing has been going.
And I think I missed in your original comment, when you say the ship's damaged constantly, is that as in even when your zooming around your home system? It's only supposed to damage the ship on arrival in a system, so currently the damage should only be per use.
The one-use experimental drive would be interesting, but for the moment I don't have much interest in re-developing a warp drive system, even using existing mechanics. I'm kinda focused on the whole expanse style thing and Primitive Players really.
Ah, yes, my homefleet is only hanging around my starbase and get constantly damaged and repaired, so any upgrade order will fail.
Read your Future Plans actually and found it quite interesting. I've seen 'The Expanse' with the seperate factions in one system. Pretty interesting.
Colonize Everything might help to expand if you need longer to research the spacedrive. Somehow a 'one-city-challenge' from Civilization series.
Space is hard sounds very interesting to me. There was a mod, where you could have several factions/empires in one space system, I remember. Challenging, when you have to first win the election process, one way or the other, to unite your planet, before you can start planing outward.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2283866798&savesuccess=1
Found a guy that brought back warp drive and tested a setup to probably have pre-FTL empires use warp exclusively. Some kind of roleplaying. Unfortunately the warp drive isn't catched by pre-FTL. Probably this information gets you interested in the idea to think about bringing warp drive in exclusively for pre-FTL empires...
However, your mod works, no issues or bugs to report.
My latest test included Torus Ring 2.8 in combination with Gigastructual engineering and it's requested compatibility patch.
With this combination, I was able to pick Torus-Ring Origin start, which gave me the Torus Ring on day 2 and got me out of any material debt, so I could concentrate on research and design.
Together with PJ's Asteroids and Moon Habitats and/or Gatekeeper's Planetary Habitats one is able to play the full time until the FTL drive is researched. Otherwise it may get you a bit boring, only watch the timer run around, until you get the needed tech.
I would set those mods as recommanded for better pre-FTL experience or possible include them in your mod, if the other modders agree.
BTW, did you cut out colony ship from designs or is it a mod imcompatibility?
It might be the RIG shipset mod that prevents colonizer for designs, no sure about.
As for mods, this time i combined pre-FTL with my MP2 collection, only changed SCM for Pantheon of the Void for a more RPG setup and cutted out Balanced Warfare 2.0 for RIG:Unique Shipset + submod. Especially the Ecology and Carrying Capacity do very well with it. The expansion is way more natural, as my home planet has it's own Torus Ring. I colonized nearly every single asteroid of Sol with PJ's mod, but when Gatekeeper's mod fired, I am not allowed to upgrade them, so on next attempt I will have to decide which one to keep. So the asteroids are only 1-slot habitabs plus 3 shadet ones that I am not able to clean by any means. Well, it gave me a fair trade, ressource and colonists income to start exploring the galaxy with the very first engine. Spreading out is like growing a tree, which seems way more realistic than the PDX way to grab-as-grab-can in Vanilla gaming.
Other than that it seems to be working out well with other mods which is good to see!
So, as it seems ship and battle-design mods do compromize pre-FTL, I'd politely suggest to think about a workaround on pre-FTL side, if that is possible.