Stellaris

Stellaris

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FTL Redefined
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9.502 MB
10 Mar @ 4:44am
20 Jun @ 6:15am
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FTL Redefined

Description




Welcome to FTL Redefined!

This mod aims to improve hyperdrive tier progression, and also adds 2 new tiers of hyperdrive to fill the void between the tier 3 hyperdrive 3 and the tier 5 jump drive. You'll find that instead of windup times improving, hyperdrive tiers now affect the speed which ships move through hyperspace! The differences between tiers are also significant enough to be noticeable, while not being so severe as to cripple your progress. You can also adjust these speeds via the mod's settings menu according to your personal preferences.

These changes apply to AI empires too, so you won't need to worry about being at a disadvantage - although advanced start AIs will have an even bigger technological advantage as a result, so you'd better catch up fast!

To my knowledge, this mod is compatible with every other mod out there.


Legacy 3.14 Version: >Click Here<


Official Subspace Drives expansion now available, bringing compatibility with the Subwarp Drives mod by Navar! Experience a full fledged alternate FTL progression path, with new tiers of Subspace Drive plus the chance to unlock them with any civic!

Much thanks to Navar for making the original mod, and YoshiWoof22 for putting in the work to create the compatibility update!


Updated vanilla drive values

Hyperdrive 1:

Hyperlane speed: Reduced to 6% of the vanilla value. This translates to about 50 days in hyperspace for an average hyperlane length. Note that this isn't as significant as a 94% reduction may sound, as the vast majority of vanilla hyperdrive time is the windup process.

Overall this drive will typically take around 60 days (including 10 day windup) from starting the windup process to reaching the next system, compared to vanilla's 18 days. This is the worst difference there is, it only gets better from here with new techs.


Hyperdrive 2:

Hyperlane speed: 12% of vanilla value, which is 25 days on average in hyperspace.


Hyperdrive 3:

Hyperlane speed: 20% of the vanilla value, which is 15 days on average in hyperspace.


New drives added by this mod and their values

Overcharged Hyperdrive:

Tech tier: 3 (same as hyperdrive 3, but research cost is halfway between tier 3 and tier 4 research)

Tech requirement: Previous hyperdrive, Cold Fusion Power


Micro Wormhole Drive:

Tech tier: 4

Tech requirement: Previous hyperdrive, Wormhole stabilisation




To prevent cheesing with the eager explorers jump drive, I increased its cooldown to 400 days - but additionally gave it hyperlane capability, albeit making it take 110 days on average. Alternating jumps and hyperlanes should still be quite competitive, likely stronger, than the tier 1 hyperdrive though for early game surveying.

Lastly, other jump drive values remain unchanged, except for adding the final tier hyperdrive added by my mod as a prerequisite to research the first jump drive.


Incompatibilities: Any mods which change the research tree for Jump Drives or hyperdrive 3. Mods that simply add new hyperdrives are fine to use.


Load order: Anywhere you want, as long as it's not above mods which need to be at the top or below those which need to be at the bottom.
Popular Discussions View All (3)
8
27 May @ 8:25pm
PINNED: Bug Reports
Jaysus273
5
24 Apr @ 6:28am
PINNED: Feedback & Suggestions
Jaysus273
3
21 Mar @ 8:15am
PINNED: Integrating hyperdrives from your mod into mine
Jaysus273
62 Comments
Lolek_ups 21 Mar @ 2:43pm 
I just posted the comment in the bug section, it seems it is overridden by some other mod, but somehow only for civilian ships... Tried restarting a new game, rearranging load order (with your mod almost at the bottom), reloading save and re-triggering the edict. No changes.
Jaysus273  [author] 21 Mar @ 2:02pm 
Hi,
while they technically do have different hyperdrives on the backend, my mod accounts for this and it functions correctly for me. I suspect you may have another mod overwriting specifically the civilian hyperdrives; if opening and closing my edict menu, or reloading the save doesn't fix this then could you please drop your mod list in the bug reports topic and I'll look into fixing it? I've detailed how to do so there.
Lolek_ups 21 Mar @ 1:55pm 
Hello, this is an amazing mod and it works great, I just have a question, do the civilian ships have different hyperdrives? My combat ships have slower modifiers, but the science / construction and colony ships behave normally (as if not affected by this mod.)
Saint Marold YT 21 Mar @ 1:40pm 
Travel time to jump drives sounds interesting
Jaysus273  [author] 20 Mar @ 6:48am 
While there's not too much point in changing the base values of those drives (GIGA drives have near instant windups and the very short vanilla hyperlane time of 3 days, and from what I've seen ACOT drives are mostly jump drives with insane stats) I do hear you, and as I write this I'm in the middle of implementing a global compatibility trigger.

Once this is ready I'll contact the devs of those mods with info on how to add compatibility to my mod. That part will be on them as due to the limitations of the engine, I can't simply add compatibility on my end without copying the drives to my mod.
MothXia 20 Mar @ 5:59am 
with GIGA and ACOT there are also new jump drives and FTL drives so those need to be changed too for compatibilty
hades.star.luna1 18 Mar @ 6:20am 
Add travel time to jump drives now that I found a workaround for it my hope my love my life
GE0 17 Mar @ 6:09pm 
Ah ok, good to know!
Jaysus273  [author] 17 Mar @ 5:34pm 
No problem, I'm glad it's fixed! Looking at Ships in Scaling's page, there seem to be a few people having issues with speeds not applying properly - if you notice any weirdness in future, just toggling the thruster settings a couple times should fix it. His mod is coded to apply the settings to every galaxy ship once the real space menu is closed.
GE0 17 Mar @ 5:27pm 
Huh, pretty sure I had it on the right settings previously, but now it's working. Dunno what happened but glad it's working now. Thanks for the mod and help :steamthumbsup: