Stellaris

Stellaris

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Slower Than Light 1.8 [Unsupported]
   
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8 Jan, 2017 @ 7:35pm
7 Oct, 2017 @ 3:43pm
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Slower Than Light 1.8 [Unsupported]

Description
An extensive Slower-Than-Light mod inspired by "Einstein was Right".

Mod Version 3.0
Supported Game Version(s): 1.8.*
Upload Date: 10/7/2017
Changelog:
Updated to Stellaris 1.8
Adjusted Years before Crisis to 250 years (Vanilla: 150)
Adjusted Years before Fallen Empire Awakening to 200 (Vanilla: 150)
Disabled Beamed Light option in Empire Creation. AI will not generate with Beamed Light.
Reduced Warp Windup/Winddown to 7/7 (Was 450/150)
Reduced Hyperlane Windup/Winddown to 90/90 (Was 8750/1250)
Reduced Warp and Hyperlane Interstellar Speed to 0.01 (Was 0.1)
Added monthly event that increases Interstellar Speed by 350% for one day
Compatibility changes:
-Re-added Jump/Psi Jump drive components to the component list. They function as clones to Conventional drives.
-Adjusted Quantum Drives to use Jump Drive tech namespace
-Removed overwrites to the following files: guardian_designs, fallen_empire_ship_designs, extra_dimensional_ship_designs, crisis_events_2, guartian_events
Added crisis_trigger_events overwrite. Unbidden will arrive with Quantum Drives and Telepathy, same as previously.

What is Slower Than Light?
Slower Than Light is a fairly extensive mod that makes pretty much all space travel in Stellaris take time equivalent to a slower-than-light method. It also goes in and re-names each of the three drives and replaces references to FTL to read as "Interstellar Travel" instead. There are also numerous modifications to the base game to get the feel of a slower-than-light game right. At this point, it's not quite a total overhaul, but it is significant.

The way travel time works is by increasing windup and winddown times, and - For what was formerly Warp and Hyperlane travel - reducing the Galaxy Map FTL speed.
  • Conventional Drives (Formerly Warp Drives) are extreme-efficiency standard thrusters that push craft between stars
  • Gravity Lane Drives (Formerly Hyperdrives) utilize gravitational interactions between stars, and are a bit faster than Conventional drives.
  • Beamed Light Drives (Formerly Wormhole Drives) utilize a giant laser beam mounted on a station to provide the craft's propulsion. Like a solar sail, but more efficient and with giant lasers.
  • Jump Drives have been removed completely from the game.

But wait! There's more!
Space is big. Slower-Than-Light travel makes it REALLY big. To make the game feel the new scale better, a few changes have been made:
  • Maintenance Cost reductions for in-orbit vessels and removal for Science and Constructor ships.
  • Increased experience gain for Science Ship Leaders.
  • AI cares significantly less about you the further away you are, and prioritizes defenses a little more
  • Warscore has been increased for both ships and planetary occupations
  • AI Expects wars to take longer
  • Armies and planetary bombardment have been overhauled
  • Debris stays significantly longer
  • Resettlement and expansion influence costs increased
  • Space Piracy has a little more teeth, and will spawn closer.
  • Jump Drives are removed from the game, and Unbidden spawn off of a different set of technologies

Mod Compatiblity
Slower Than Light overwrites the following files:
  • 00_phys_tech.txt
  • 00_soc_tech.txt
  • game_start.txt
  • 00_utilities_drives.txt
  • crisis_trigger_events.txt
  • fallen_empire_awakening_events.txt
  • pirate_events.txt
For a more compatible Slower Than Light experience, see Simple Slower Than Light

This mod is being re-built for Stellaris 2.0. That version of the mod will be a separate upload. This version will stay for anyone using the 1.8 or 1.9 version of the game.
Popular Discussions View All (2)
1
18 Feb, 2018 @ 10:53pm
Cherryh Update Re-Work thoughts
[Andon]
129 Comments
[Andon]  [author] 3 Mar, 2018 @ 2:15pm 
I've finished the initial pass at Slower Than Light 2.0 - It can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1319557118
[Andon]  [author] 26 Feb, 2018 @ 4:26pm 
Still working on STL 2.0, but in the meantime, Simple Slower Than Light 2.0 is out! You can check it out here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1314782731
[Andon]  [author] 25 Feb, 2018 @ 6:21pm 
@LightningJC - In this version of Slower Than Light (And STL 2.0), there's a monthly event that hits every ship and gives them a speed boost to "fix" the never reaching destination issue. This version might end up with ships stuck if there's a nebula around or if there's any other FTL speed debuff, but I never experienced it in my own testing. Stellaris 2.0 seems to have removed the FTL speed reduction in nebulas, but I'm not 100% certain.
LightningCutey 25 Feb, 2018 @ 2:02am 
Catmaster Colin, it is not... if you count their slower than light drives due to changes... probably would require a patch... for the person who makes primitive players to reduce the cooldown stuff so rather than 300 years... it would go down to 30-60

Also due to the fact of slower than light making warp slower there is a good chance that a fleet will just never reach its destination(and be stuck in the galactic map, minor annoyance)
[Andon]  [author] 18 Feb, 2018 @ 10:20pm 
Sorry I've been away for ages. With Cherryh arriving later this week, I want to let everyone know where I stand on things.

This particular mod will not be updated further. Due to the simply massive changes in Cherryh, I'll be uploading Slower Than Light (Cherryh Edition) as a separate mod. I'm going to be going through and updating the Re-work thoughts now that we have the change log. I will, of course, put links here to the new mod.

It may take some time for me to get something workable together. I promise no time frame.
Yarkus 14 Jan, 2018 @ 10:00am 
Si this compatible with the Primitive Players mod?
Benevolent Psychopomp 30 Nov, 2017 @ 6:50am 
I seem to have a issue where a ship or fleet gets stuck just outside a system, staying trapped on the "galaxy" map
[Andon]  [author] 20 Nov, 2017 @ 7:33pm 
@gordon519 The wormhole equivalent will have a long windup time without a wormhole station in the system that it's leaving.

@Reddichpflanzer The only localization overrides I did was for English, as I don't speak any other languages. The easiest way to tell (Outside of super-slow interstellar speeds) is to start a game with Warp Drives. The Warp Drive research will be in the Engineering tree, instead of the Physics tree.
gordon519 18 Nov, 2017 @ 4:51pm 
@[Andon] The wormhole equivelant seems to be unusable
Reddichpflanzer 18 Nov, 2017 @ 4:38pm 
All ship, which I can create in the ship designer have "Warp Antrieb I" (german game).