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Hyperdrive Rework
   
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24 Sep, 2021 @ 4:48pm
13 Dec, 2024 @ 11:35pm
15 Change Notes ( view )

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Hyperdrive Rework

Description
Simple mod to how hyperspace travel works.
Instead of all ships traveling at the same speed, but only after sitting around for a month at the edge of the system waiting for their drives to start up, this mod removes the windup times and lowers the interstellar travel speeds. Instead of each hyperdrive upgrade lowering the windup time, they now raise the travel speed.

Take two ships, one with a basic hyperdrive and another with a fully-upgrades jump drive. They will both now enter hyperspace the moment they reach the edge of the system, but the basic hyperdrive might take a month or more to reach the next system, while the fully-upgraded ship could be there tomorrow.

In the above screenshot, all ships left the system in the top-right at the exact same time. As you can see, one of them (Psi Jump Drive) is already at the destination, while another (basic hyperdrive) is still near the start.

CHANGES
Hyperdrives and jump drives in defines changed to:
  • Set windup time to 0 (default 150)
  • Set interstellar travel speed to 0.25 (default 1)
  • Set jump drive windup to 0 (default 25)

In the components file, I made the following changes...

Remove the windup modifier from all hyperdrive and jump drive upgrades to replace them with:
  • Hyperdrive 2: interstellar speed multiplier set to 2
  • Hyperdrive 3: interstellar speed multiplier set to 4
  • Jump Drive: interstellar speed multiplier set to 8 and jump range set to 2
  • Psi Jump Drive: interstellar speed multiplier set to 10 and jump range set to 0.5



What has changed/updated?
A fellow Stellaris player named Starchitec noticed some things with the mod's effects that, starting with the Stellaris Orion v3.6.1 release, were unintended by the original release version of the mod.

One thing was the unintended elimination of the "fire rate penalty" after completing a jump using a jump drive. This penalty lasts during the cooldown after a successful use of the jump drive. Previously in this mod, this cooldown was eliminated with the reduction of the JUMP_DRIVE_WINDUP factor changing from 14 days to 0 days, but with Orion at least, this also eliminated the "fire rate penalty". I've set the JUMP_DRIVE_WINDUP back to 14 days. I may experiment with a shorter number of days to see what effect on gameplay it has. Any suggestions or info would be appreciated.

Another issue is the Orion combat overhaul added a "ship_disengage_opportunities_add" to all hyperdrives and jump drives. These additional disengagement opportunities varied by which drive was equipped on the ships of a fleet. I've added this into the mod for each hyperdrive type, plus each jump drive or psi jump drive, and is equal to what Orion added for each.

A third issue is with the "ship_ftl_jumpdrive_range_mult" factor for a jump drive and psi jump drive. The mod previous to the Orion combat overhaul release had this value set to 2 for jump drives and set to 5 for psi jump drives. In the Orion release there is no value set for jump drives and psi jump drives is set to 0.5. I believe this value is now set in the Orion release hard code and is modified to 0.5 (half value) for psi jump drives. I've eliminated the "ship_ftl_jumpdrive_range_mult" from the mod's jump drive entry and reduced the entry for psi jump drives from 5 to 0.5.

This sums up the changes I've made to the Hyperdrive Rework mod to adapt it for the Stellaris Circinus release. If anyone notices any other issues or has suggestions, myself and BobGrey would be interested in listening to them.

Again, thank you to Starchitec for identifying these issues and his valuable info that assisted in identifying solutions. Also, thank you to the mod's author, BobGrey, for trusting me with updating and maintaining his mod.

Update: (Mod v1.01) An issue with Hyper Relays in game with this mod was noticed by LAJ-47FC9 (Liara) and the source possiblly identified. LAJ-47FC9 (Liara) also came up with a possible solution, which I've incorporated into the mod for further testing. Let me know your experience with this change and any thoughts. Thanks!

Update: (Mod v1.02) Cleaned up (to help prevent compatibility issues with other mods) and renamed the updated file to "00_Hyperrework_bypasses.txt".

Update: (Mod v4.01) Updated mod for compatibility with the Stellaris v3.14.15926 Circinus release.



Stellaris v3.14.15926 Circinus Compatible

Update 12-14-2024
42 Comments
Marcus Arabela  [author] 7 Dec, 2024 @ 9:43am 
I've updated this mod to be compatible with the Stellaris Circinus v3.14.1592 release.
starchitec 19 Feb, 2023 @ 4:29pm 
oh neat, Ill have to try with my next play through.
Marcus Arabela  [author] 19 Feb, 2023 @ 2:25pm 
Ok, I've updated the mod's page a little and included a web link to the updated test version I'm working on. If you care to give it a try, just follow the link and subscribe to the Hyperdrive Rework Update instead of this version.

Once I'm satisfied the update is stable/correct, I'll update the mod here with the new version. If not, you can continue to use this copy of the mod which will work, other than the jump drive and psi jump drive issues, along with slightly fewer chances of disengagement rolls in combat.
Marcus Arabela  [author] 19 Feb, 2023 @ 12:09pm 
I've goofed while I was updating the mod's page, and some how eliminated my access. Could you please re-add me?
BobGrey  [author] 19 Feb, 2023 @ 5:24am 
No problem! I'm just glad to see this mod getting some use and intrest to keep it updated. I would love to continue it myself, but I simply don't have much time, and find myself spending it on other games and projects.
Marcus Arabela  [author] 19 Feb, 2023 @ 2:35am 
That seems to have worked, thanks!
BobGrey  [author] 18 Feb, 2023 @ 11:21pm 
Accepted your request, added you to the page, and I hope that's how it works. Once you accept the Contributors request, it should allow you to modify the page and update the mod. If not, feel free to make yours public and I can update the description here to link to it.
Marcus Arabela  [author] 18 Feb, 2023 @ 5:14pm 
@BobGrey:

I've created a separate copy of your mod that I've updated and uploaded to the Steam Workshop. It is currently hidden and I've sent a Friend request to you so I can add you as a contributor. With it loaded as a separate mod, people can give it a try if they wish, knowing it's still in testing and those who don't wish to try it yet can still download your current version.

Once it seems stable and bug free, I can upload to your mod if you wish once I'm listed as a contributor for it.

I've copied your workshop text over to the test version and listed you as the originator/creator of the mod. I've also provided a web link to your mod here on Steam Workshop. I can send you a web link for previewing what I've set up.
Marcus Arabela  [author] 18 Feb, 2023 @ 2:57pm 
@BobGrey:

Ok, that would be cool if you don't mind adding me. I'm fairly sure I know how to setup to upload to your mod's page in the workshop. I've got a few custom race mods I've shared here in the Stellaris Steam workshop. I just would need permission to upload, and I think adding my Steam ID would give me the permissions needed.

I've used my updated version a bit now and haven't seen any problems, but my empire hasn't advanced enough yet to have access to jump drives or Psi jump drives yet. So far things are going smoothly with the changes.
BobGrey  [author] 18 Feb, 2023 @ 1:17pm 
Nice! Thank you both for looking into this, and Marcus for implementing these changes. If you want to go ahead and share your copy here, others can help test it.
Also, I have very little time or motivation or work on many of my mods these days, so perhaps I could add you to the list of creators for the mod so you can update it? Let me know.