Stellaris

Stellaris

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Microwarpdrives
   
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2 May, 2018 @ 7:06pm
13 Sep, 2018 @ 4:48pm
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Microwarpdrives

Description
Adds microwarpdrive technology and ship component, which greatly increase ship speed at the expense of its combat potential, and can only be used on lighter ships up to a cruiser.
Does not override anything, compatible with any other mods and existing savegames.


How it works

MWD technology is same tier/slot as Advanced Afterburners, slightly easier to research, same cost/power for components, and also unlocked after Afterburners and Plasma Thrusters, with Advanced Afterburners research giving it more likelihood to appear.
Unlike Advanced Afterburners, it completely negates ship evasion and gives large (but not entirely crippling) combat penalties.

Increased ship speed provided by the module will drop system travel time down proportionally, also putting greater emphasis on Hyper Drive tech (as MWD won't affect hyperlane jump wind-up time), ship size (sets base speed that is multiplied), admiral skills and system/starbase bonuses (applied on top of ship speed, so have more effect on already-large values).
Cruisers get one more use this way as well, being heaviest ship that can field this technology.

Intended role for these is mid-game fleet logistics or rapid response in case of overwhelming fleet superiority - e.g. to redeploy bunch of support ships between starbases or chase down few pesky pirates with a pack of corvettes/destroyers.

Similar technology available in the base game is Jump Drives, which has different mechanics, available at a much later stage and is more suitable for late-game heavy fleet logistics.

AI empires will never research the technology or use MWDs in any of their ship designs, as these are not suitable for general-purpose fleets and there's probably no way to have AI make any kind of special-purpose fleets in the game at the moment.


Ship module info

Sublight Speed: +300%
Evasion: -100%
Chance to Hit: -10%
Fire Rate: -20%
Shield Hit Points: -10%

Didn't test it extensively balance-wise yet, so these might be subject to change.

Suspect that it can be extremely overpowered against AI if used liberally, e.g. allowing small fleets to take over all of its resources while it tries to respond with slow main fleets.
Simple solution for that - don't run loops around poor AI, play fair, use MWDs responsibly :)


Technical details

Does not overwrite any files, only adding new technology and component, so should work with any other mods.
Technology will become available when mod is enabled for both existing saves and new games.
Disabling the mod should strip MWD modules from existing ships/designs and hide the technology.

Name (and icon) is from EVE Online, where Afterburners (AB) are complemented by Microwarpdrives (MWD), with former working pretty much like they do in Stellaris, passively increasing ship speed, while latter boost it through the roof (e.g. 5x), but also increase ship signature likewise, making it easier to lock and hit even by larger weapons, unless negated by sheer velocity (usually is for smaller ships).

License: WTFPL[en.wikipedia.org]
15 Comments
n.pedrazalis 4 Nov, 2022 @ 10:44pm 
uptate please
Crazy Old Texan 20 Nov, 2018 @ 3:22pm 
Nice useful mod
mk-fg  [author] 5 Sep, 2018 @ 2:23pm 
Also, despite my comment below, description used to say "Idea ... is from EVE Online", which is not quite true, as mentioned.
Pretty sure it's mostly just fitting name after the fact, and not the other way around.
mk-fg  [author] 5 Sep, 2018 @ 2:14pm 
Actually, I haven't played any serious games on 2.1 yet, made this mod before that, and suspect it's that probably no longer relevant due to changed galaxy generation algo.
With chokepoints all around, multiple fleets should be even more effective way to deal with "rapid response" needs, and logistics are probably also easier to organize by moving shipyards between places in a more positional warfare between these.
mk-fg  [author] 5 Sep, 2018 @ 1:55pm 
My approach to making this mod was something like this:
- Wanted to have something that'd move small/underpowered ships fast between places.
- Add some penalty to make it not an obvious choice in all cases, even though you can still use it for cheating AI with dedicated tactics.
- Think of a name for this thing - being kinda similar to "afterburners" in function, "microwarpdrives" seemed to be a good fit.

So as you can see, at no point there was any consideration to make it work like it does in EVE.
Only link is corresponding name (picked after the fact due to some degree of similarity) and brief mention in the description.

Don't think there's much point or even possibility to make it work the same, as both combat and equipment mechanics of these two games are quite different.
AverageAvenue 2 Sep, 2018 @ 7:05pm 
isnt that counter productive to what the MWD does though? in EVE a small ship with high velocity would be harder to hit even with the best tracking and skills. (BTW there is no hate in my comments mearly a fun debate XD)
mk-fg  [author] 2 Sep, 2018 @ 1:35pm 
Loose evasion for ships that have it, yeah, don't think it goes into negative though.
Idea is to penaltize smaller ships more that way, as they get stronger speed buff from these modules (due to already high base velocity).
AverageAvenue 27 Aug, 2018 @ 8:52pm 
question about the way you have evasion. it says -100%, so does that mean you lose evasion, so anything can hit you with no problem or is it the other way around?
Crazy Old Texan 17 Jul, 2018 @ 9:05am 
Love this mod for my "scout ships". Thank you.
Fox 30 Jun, 2018 @ 5:13am 
This looks great, but you're better off putting the evasion rate to -85% or -90%