Stellaris

Stellaris

[2.1] Stellar Expansion - FTL Enhanced
68 kommentarer
ExNormal 17. aug. 2024 kl. 2:19 
still working now?
Peter34 8. mar. 2019 kl. 10:32 
Slightly off? Science amounts were increased by a factor of 4 with 2.1->2.2, so if not updated, the Techs will be 75% cheaper than they ought to.
The Hat 8. mar. 2019 kl. 7:58 
Thank you for doing this.
King Lemming  [ophavsmand] 29. dec. 2018 kl. 7:41 
Probably not, but I'm still going to just roll this into the base Stellar Expansion for 2.2 when it's released.

It's likely safe to use though, but the tech costs may be slightly off.
Gerishnakov 29. dec. 2018 kl. 5:53 
I'm guessing 2.2 doesn't really affect this?
Elitewrecker PT 21. aug. 2018 kl. 4:41 
"be surprised by" - like the AI would ever do that.
surprise - you mean jump straight to their capital

Jump drives had no disadvantage, the game still converged on jump drives anyway.
Nova_Eclipse 20. aug. 2018 kl. 17:39 
@Entropy My damned thoughts exactly. WHY would you take away all forms of FTL aside from Hyperdrive?! Being able to use warp gates, jump drives, and all that other stuff from the previous versions was one of the things that allowed this game to catch my attention.

Getting rid of everything aside from the Hyperdrive was a terrible idea in my opinion, since it just gives me the feeling that the dev behind that blunder was having a Star Wars fanboy wank or something.

Let me be able to surprise (and be surprised BY) my enemies in my campaigns because my civ and theirs use different FTL methods! It gives more fun and in-depth options when waging a war, since a civ with jump drives can circumnavigate all known systems at the risk of being eaten by the Warp, while hyperdrive-using civs are safe but constrained only to known Hyperlanes.

Isn't that the point of grand STRATEGY games? To have advantages and DISadvantages because of the civ and choices you make?
Entropy 4. juli 2018 kl. 7:18 
Really, people don't like having their FTL altered? 2.0 removed all other FTL as starter techs and left warping to science ships, and gates to megastructures. Either way i like the idea of the mod research options.
King Lemming  [ophavsmand] 27. juni 2018 kl. 13:10 
This still works, yes.
falhxer 27. juni 2018 kl. 12:04 
Its still work right ?
All hail the Cartlord 26. apr. 2018 kl. 15:39 
(Note that this may be listed compatible somewhere, but I'm asking this question on every mod I have because screw 2.0)
Is this mod compatible with V1.9? Or is there a seperate version, possibly?
Kingdark 7. mar. 2018 kl. 14:25 
Don't mean to spam replies but... I'm taking a look at the contents of your mod to see if I can modify this myself. Which numbers do I need to change to make it do what I want it to do?
Thanks!
Kingdark 7. mar. 2018 kl. 14:22 
I just double checked and the mod I mentioned hasn't seen an update since 1.5 so yhea, outdated :p
Kingdark 7. mar. 2018 kl. 14:21 
There was an instant retreat mod (which is outdated) but is it possible to add a technology that would do pretty much the same? Maybe make it expensive or with a high rate of being lost but I would love to see that option!

Thanks!

Kingdark
Raider 2. mar. 2018 kl. 17:02 
Any chance you could make a mod where Wormholes are traversable at game start?
Peter34 27. feb. 2018 kl. 19:02 
Okay, that makes sense.
Elitewrecker PT 27. feb. 2018 kl. 18:58 
I wasn't actually asking for a fix here, was just kidding, they'll probably balance out some quest timers with the increased travel times now.
King Lemming  [ophavsmand] 27. feb. 2018 kl. 18:57 
Not the department of this mod, I'm afraid. Although I'm considering adding Micro-Warp Drives as a tech option/tree. Not sure how I would balance them out, since presumably a fleet moving MUCH faster would need some sort of combat penalty.

Maybe Thrusters with lots of speed increase but no evasion?
Elitewrecker PT 27. feb. 2018 kl. 18:54 
Still not enough to reach far away systems for events.
King Lemming  [ophavsmand] 27. feb. 2018 kl. 18:44 
I don't think it's really all that much, tbh. If anything, I question if 50% is even a really noticable boost, since Warp isn't a thing anymore.

The base hyperlane speed is quite fast, so realistically it saves you a couple of days here and there. That can add up over time, but it actually isn't much compared to the time you now spend inside individual systems getting to the lane entrances.
Peter34 27. feb. 2018 kl. 17:21 
HyperNavigation Calibration gives +50% FTL speed, and +1 Sensor range.

Isn't the +50% a little much? Maybe tone it down to +33%?
Peter34 26. feb. 2018 kl. 12:22 
Cool.
King Lemming  [ophavsmand] 26. feb. 2018 kl. 8:19 
Yeah. +1 Sensor range.
Peter34 26. feb. 2018 kl. 1:37 
One Tech gives +25% Sensor Range. What have you translated that to in 2.0-speak? +1 system Sensor Range?
Xrona 25. feb. 2018 kl. 21:57 
Many thanks to you for this mod, and for his support.
King Lemming  [ophavsmand] 25. feb. 2018 kl. 12:03 
Glad you like it!

I'm going to see about possibly adding some Micro-Warp Drives as Aux components too - just *something* to help ships move a bit faster.
Cleveland 25. feb. 2018 kl. 12:03 
Thanks! Great mod.
King Lemming  [ophavsmand] 25. feb. 2018 kl. 7:33 
Updated for 2.0. :)

Tweaked a couple of modifiers to fit with the new FTL system, but these techs actually held up pretty well.
King Lemming  [ophavsmand] 24. feb. 2018 kl. 18:42 
Given the massive changes to FTL in 2.0+, I'm unsure what exactly I will be doing with this. It needs a bit more thought.

Patience please. :)
rubicon66 12. juni 2017 kl. 15:16 
This is AWESOME. Well done, THANKS MUCH!!
WWDragon 19. maj 2017 kl. 11:01 
Yeah. Well I already consider them the best early game.
Jump drives only get comparable range when they have tier 3, but at that point their wind down is just as long as the wormhole chargeup.

Maybe you could make a technology that negates the vanilla change which increases times based on how far away from your home systems you are?
King Lemming  [ophavsmand] 19. maj 2017 kl. 10:51 
While that's true, you can get around it pretty easily with some micromanaging. And they have a TON of other advantages. Reducing their charge time just makes them unquestionably the best.
WWDragon 19. maj 2017 kl. 10:29 
Wormholes main problem is charge time.
King Lemming  [ophavsmand] 19. maj 2017 kl. 5:13 
Alright. I'll get it updated.
zubr3 19. maj 2017 kl. 0:13 
Russian localization (сhange without caps):

tech_cofh_se_reduced_ftl_windup:0 "Продвинутая подпространственная калибровка"
tech_cofh_se_reduced_ftl_windup_desc:0 "Улучшение наших подпространственных датчиков должено позволить нам уменьшать время, требуемое для сверхсветовых путешествий."

tech_cofh_se_reduced_ftl_winddown:0 "Демфирование пространственно-временного резонанса"
tech_cofh_se_reduced_ftl_winddown_desc:0 "Управление пространственно-временными калебаниями, образующимися после сверхсветового прыжка, уменьшит время задержки после сверхсветового прыжка."
zubr3 19. maj 2017 kl. 0:11 
Russian localisation update:

tech_cofh_se_reduced_energency_ftl_damage:0 "Поля структурной целостности"
tech_cofh_se_reduced_energency_ftl_damage_desc:0 "Измененная технология щитов должна напрямую обеспечивать усиление корпусов кораблей."

tech_cofh_se_reduced_energency_ftl_time:0 "Срочная калибровка датчиков"
tech_cofh_se_reduced_energency_ftl_time_desc:0 "Усовершенствованные методы калибровки датчиков должны обеспечивать возможность быстрого реагирования в чрезвычайных ситуациях."
King Lemming  [ophavsmand] 18. maj 2017 kl. 17:02 
First content update for this one in a long time - I thought about it a bit and realized that the balance point wasn't where I wanted it to be.

Now, the techs are simple one-offs, and they're a fair bit cheaper. They are rare, but not extremely so, and having higher tier FTL will give you a HUGE boost to drawing them.

Also, I added a couple of new techs which affect Emergency FTL.

Still thinking on the Wormhole stuff, but I'm going to add *something*.
King Lemming  [ophavsmand] 12. maj 2017 kl. 9:49 
I sort of prefer Warp myself, just the freedom of it is nice.

There are some interesting things you can do with stations and auras, effectively creating "Mass Relays," but since I can't introduce comparable mechanics for the other FTL types, it's not something I've added yet.
San-Kyu 12. maj 2017 kl. 9:48 
I used to use wormholes due to that (for experts) label, but as I started going towards the 200-hours played mark and went through dozens of playthroughs, it kinda got tiring to always build wormholes all the time. Plus hyperlanes kinda make the game more strategic and the player more attentive to spacing.
King Lemming  [ophavsmand] 12. maj 2017 kl. 9:40 
Yeah, and if I had a way to bring that back as a rare tech, I would. Jumping from mid-system is one of those things that was just fun.

I think the rationale for removing it was that it made them situationally superior to Jump Drives, and Paradox didn't want that.
San-Kyu 12. maj 2017 kl. 9:39 
If I recall hyperlane drives were severly nerfed since their ability to jump without needing for ships to go to the edge of a system was either removed or no longer exclusive to them? This'll work thanks.
Oss|Suncrusher 6. apr. 2017 kl. 23:27 
update for 1.5.0??
MangoCobra 17. mar. 2017 kl. 14:26 
Any way you could make Wormholes generate faster? Have to wait up to half a year with my big ole' fleet. :<
Nyx (She/Her) 10. dec. 2016 kl. 7:01 
an alternative would be reducing the rate at which each wormhole charges...there is a value for that.
King Lemming  [ophavsmand] 10. dec. 2016 kl. 6:34 
@cleanTechnologist - I don't have a modifier for that unfortunately.
Nyx (She/Her) 9. dec. 2016 kl. 18:23 
you could make it increase the cost to run each station with each added wormhole at a rate of 1:2.25
King Lemming  [ophavsmand] 9. dec. 2016 kl. 13:57 
@DarkThoughts - I actually found a modifier in the code that will allow for this. I'm looking at adding Tier IV techs for all 3 FTL types, and the Wormhole one would be +1 Wormhole/Station.

I'm really hesitant to do much beyond that, since it's literally doubling the capability as is. We'll see though. :)
Nyx (She/Her) 7. dec. 2016 kl. 20:01 
@Dark Thoughts the Defines file in the main stellaris folder cotains the max number of incoming/outgoing wormholes in it.
Stop Sine 5. dec. 2016 kl. 16:30 
I appreciate the quick response and thanks.