Stellaris

Stellaris

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[1.8.-1.9] FTL Sidegraded [Support termined]
   
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10 Oct, 2017 @ 11:39am
8 Dec, 2017 @ 9:37am
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[1.8.-1.9] FTL Sidegraded [Support termined]

Description
PURPOSE

Purpose of this mod is to both rebalance FTL and make it more interesting mechanic. This mod is meant to be played with Hyperlane-only enabled so not all FTL are avaiable at game start. You will be able to research and reverse engineer all non-psionic FTL drives. Each of the FTL drives functions differently and will give you a specific advantage, as well as a disadvantage which keep the Hyperlane tech competitive.

CHANGELOG:

1.1.1.
No FTL (except jump drives) can be salveaged anymore. This is to remove the instance of slaveaging warp drive 3 from space whales, probe events or space amoebas.

Wormhole:
- Increased the likelyhood of appearing in tech tree
- Added a weigth modier bonus for hiveminds with subspace ephase civic. Since the hive mind is already aware of subspace, makes sens tat it will be more inclined to find a way to travel though it.

Warp:
- Added a weigth modifer bonus for machine empires with Static Research Analysis. This is a research and exploration inclined AGI. It's kinda materialist but for machines. Makes sense for them to get an FTL that is better for exploration.

1.1.0.
Wormhole:
- Rebalanced wormhole drive with large fleets and late-game in mind. Base wormhole generation time is now 20 days. 10k fleet generates a wormhole in 22 days. 100k Fleet generates one in 31 Days. 200k Generates one in 42 days.
- Increased range to 100 from 80.

Jump drive:
- Range increased to 140 from 100 to balance out the energy and mineral increase.

Psi jump drive:
- Played around with modifiers to get whole numbers rahter than decimals. Range penalty increased to 25% form 20% (Range is now exactly 105). Wind-down time penalty increased to 25% from 20% (Wind-down is now exactly 6 days).

Localization:
- Added localization support for other languages, but the text is in English. I'm sorry, but I'm not a polyglot.

1.0.2.
Warp:
- Fixed inverted cost and weight. Warp drive should now be cheaper, but less common.

Wormhole:
- Fixed inverted cost and weight. Wormhole drive should now be cheaper, but less common.

1.0.1.
Localization:
- Mod now injects its Hyperlane cooldown text into l_english, rather than replacing it outright. Thus the mod no longer replaces any vanilla files.

1.0.0.
Wormhole drive:
- Now requires antimater energy to appear. It is considered a rare tech.
- Upgrade techs for wormhole range and speed removed. Wormhole drive always functions as if the first upgrade was researched (80 range, 1.5 fleet power to worm-hole generation time).
- Wormhole station cost increased to 300 form 75, energy consumption increased to 1.00 form 0.25.
- Chance of wormhole tech appearing is increased by 15% for pacifists, 25% for fanatic pacifist and 50% for inwards perfection
- Wormhole tech has a higher chance of appearing if your scientist is a Curator, Maniacal, genious or is specialised in field manipulation.
- Removed time penalty for generating wormholes outside your territory.

Hyperdrive:
- Spool-up time reduced to 5 days from 15.
- Cooldown increased to 10 days from 0.
- FTL travel speed increased to 2 per tick from 1 (to make it still better than warp).
- Energy cost recuded to 2.5/5/7.5 for the respective level of hyperdrive.
- Mineral cost increased to 5/10/15 for the respective level of hyperdrive.
- Removed spool-up penatly for hyperdriving outside your territory.
- Upgrades reduce spool-up time by 20% and 40% respectivelly.
- Upgrades reduce cooldown time by 25% and 50% respectivelly.

Warp:
- Now requires fusion power to appear. It is considered a rare tech.
- Warp drive has no cooldown time, but has a spool-up time that longer based on the distance between starting and target system.
- Spool-up time is 25% faster compared to cooldown time form vanilla Stellaris.
- Energy cost increased to 5/10/15 for the respective level of warp drive.
- Mineral cost reduced to 2.5/5/7.5 for the respective level of warp drive.
- Upgrades reduce spool-up time by 20% and 40% respectively. Warping long distances is no longer a major detriment in a war.
- Upgrades increases range by 40% and 80% repectivelly.
- Range of level 1 warp increased to 60 from 50.
- Removed cool-down penatly for warping outside your territory.

Jump drive:
- Costs 30 minerals and 30 energy from 15 minerals and 15 energy.

PSI Jump drive
- Range reduced to 80% of jump drive range from 150% jump drive range.
- Spool-up time increased by 20% compared to jump drive.
- Cool-down time increased by 20% compared to jump drive
- Costs 0 minerals and 0 energy.

EXPLANATION

Explanation had to be moved to pastebin as of 1.1.0 becuse it no longer fits the description due to size of changelog.

https://pastebin.com/8HrAXdN7

NOTES:
Disclaimer: This mod has recieved limited testing. More feedback on the FTL balance is always appreciated.
If you like the mod but feel like any of my changes are unfair, unfounded, silly or you genuinely don't like them leave me a comment. Also feel free to fork the mod and make your own changes. Link to github: https://github.com/Zweistein000/FTL-Sidegraded

And finally, thank you for installing this mod.

20 Comments
Helios Red 3 Mar, 2018 @ 2:05am 
we need to find a way to make a new warp/wormhole that works with the new system do what paradox refuses to do and we can do it better mods have always been better
Zweistein  [author] 1 Mar, 2018 @ 2:10pm 
At this point I would like to thank everyone who subscribed to this mod. It was an interesting experiment into what FTL in 2.0 could look like had they taken this direction. But at this point this mod has outlived it's usefulness. I will keep it on workshop for anyone wanting to revert to 1.8 or 1.9, but will not update it for 2.0.

Thank you again for your support.
Zweistein  [author] 29 Jan, 2018 @ 10:49am 
The problem with adding in a fake wormhole research is that it wont work that way. THere is a mod out there that uses that method and the mod dev realised you cant build wormhole stations if that happens.

As for 2.0: I expect it to render this mod completely obsolete. The inital idea behind this modwas to acta as a bridge between how 1.0 FTL works and how 2.0 will work.
TheFirstPaige 27 Jan, 2018 @ 4:32pm 
Could you try disabling the research of wormholes and add in a fake copy of it that gives the same result?
Also, with the FTL changes coming in 2.0, won't this mod become deprecated?
Zweistein  [author] 27 Jan, 2018 @ 9:34am 
@TheFirstPaige I just did a couple more tests with dfferent weights, different wight modifiers and the end result is always that Wormhole tech never appears. Even in "Any" FTL method games. Not sure what is going on here.
TheFirstPaige 19 Jan, 2018 @ 5:24pm 
Has it appeared before you changed anything? Try making a test version with ridiculously high chance of appearing, see if it spawns then. Otherwise the problem might be something else. From my looks into it, I can't seem to pinpoint what it might be.
Zweistein  [author] 19 Jan, 2018 @ 1:54pm 
It's a bu that I have spent extensive time looking at, but cannot find the reason for. It SHOULD be ther. If you use console commands it is there, yet it never pops up in the reasearch three.
TheFirstPaige 19 Jan, 2018 @ 9:26am 
During my playing of this mod I have yet to be able to research the wormhole tech, even if I have all the required techs and are using a scientist with a higher chance of encountering the tech. In fact, I had encountered Quantum Destabilizer twice and wormholes not once. I'm not sure if this is a bug or just some terrible luck on my behalf.
Kepos 19 Oct, 2017 @ 7:21am 
Well, Black Hole Travel is even working without an update. Just thought it might be interesting to probably get an engine pyramids structure to research.
Zweistein  [author] 19 Oct, 2017 @ 5:57am 
I would like some feedback on the requency of warp or wormhole drive appearing. In my games I have seem warp a fair bit (I even realised that it can sometimes be salveaged form hostile NPC encounters). It feels like it's where it should be, but on the other hand I have seen more jump drives than wormholes. This might be a statitical fluke, though, because the pool of games is relatively small due to lenght of an average Stellaris game.