Stellaris

Stellaris

Slower Than Light 2 [Unsupported]
25 Comments
Maschinenmensch 19 Jun, 2024 @ 1:46pm 
Nice
[Andon]  [author] 6 Sep, 2019 @ 4:04pm 
You (And anyone else) can use whatever you'd like from this mod, just give credit
sajaxom 6 Sep, 2019 @ 12:40pm 
I'm writing a mod focused on slowing down early game expansion to allow more time and focus on exploration. I really like some of the ideas in your mod and Pode's mod, and I'd like to use the exp.1 event and modifier to assist with lower drive speeds. May I have your permission to use that event and modifier if I make the mod public? I'm following up with Pode, as well.
sajaxom 4 Sep, 2019 @ 6:05pm 
@[Andon], I'd like to look at taking this over or attempting something similar on my own. I've been playing around with component speeds, and it makes the game very interesting. I sent a friend request to chat, as I'm not really sure of any other way to reach out on steam. Let me know if you're interested.
Starways System 1 Aug, 2019 @ 2:58pm 
Guess not...
Starways System 27 Feb, 2019 @ 10:17pm 
*Dusting off cobwebs*
Anyone manage to update this yet?
Alderon Tyran 15 Dec, 2018 @ 8:01pm 
Progress?
Hayden 23 Aug, 2018 @ 6:32am 
for those hoping for an update ive been running simple slower than light and its working great with most mods!
[Andon]  [author] 22 Jul, 2018 @ 6:03pm 
Sincerest apologies, but I've been busy, and will remain so for a few weeks. I doubt I'll have an update for 2.1 - It'll probably be after 2.2 until I have time.
Lazerguy 8 Jul, 2018 @ 7:21am 
@Tsuyu Asui, I have tried and the answer is no, unless it is not compatible with one of my other mods that I am using, which is entirely possible.
Steakswirl 7 Jun, 2018 @ 3:06pm 
Does this work with 2.1.0?
McClain 15 May, 2018 @ 2:39pm 
Great mod dude, makes for some really interesting gameplay.
[Andon]  [author] 18 Apr, 2018 @ 5:00pm 
Should work fine with 2.0.3, but I haven't tested yet.
[Andon]  [author] 9 Apr, 2018 @ 10:15pm 
Update 1 has been uploaded. Apologies for the delay - All did not go well, and I had a few delays.
[Andon]  [author] 7 Apr, 2018 @ 8:00pm 
If all goes well, I should be able to test and upload the update tomorrow when I get back from work. Not a significant amount of visible changes, except for faster interstellar speeds (And increased interstellar speeds with better hyperdrives), but there are quite a few behind-the-scenes tweaks. A great effect of this is that the new version will be compatible with NSC.

I'm also planning on re-doing the version numbering so that there's less confusion. Easy to do with the first update.
[Andon]  [author] 7 Apr, 2018 @ 5:21pm 
I'm beginning the work to upgrade this to the latest Stellaris patch, and also the latest updates to the mod as well. I'm going to see if I can get NSC compatibility, but I'm not sure that'll be possible without a patch mod.
SomeGuy 27 Mar, 2018 @ 5:24pm 
Realisticly though it would probably take tens of thousands of years
[Andon]  [author] 15 Mar, 2018 @ 8:09pm 
To everyone in general: I'd love more feedback on speeds. At the moment, it feels a little slow, so I might bump it up some anyway. But then again, that could just be me.

I have a new update with a few tweaks in the works as well, but I have a few other things that take priority (AKA, things involving me making money). ETA is... Beginning of April before I have a lot of time to start working on things.
Feathers 15 Mar, 2018 @ 7:51am 
Thanks!
[Andon]  [author] 13 Mar, 2018 @ 1:46pm 
@RWDS: Hyperlane Windup/down isn't changed from the base game - If it's like it used to be, there's a windup time, but no wind down.

As far as changing the hyperlane speed - You can modify the defines file in the mod. Look for stl_defines.txt, and in there fine HYPERDRIVE_INTERSTELLAR_TRAVEL_SPEED and change the value from 0.002 to whatever you need.
Feathers 13 Mar, 2018 @ 10:04am 
Hey man I've been playing with this mod for a bit and I love everything it does, but for me personally the hyperlane speed is just a tad *too* slow for my taste. I appreciate that most of the other changes are done based on the new pacing that the mod brings, but do you know how I could go about adjusting the hyperlane travel speed up ever so slightly in my own game just for personal use? and is the same possible for hyperlane wind up and down?
[Andon]  [author] 5 Mar, 2018 @ 2:06pm 
As for sensors - I have done a bit of nerfing. The "Listening Post" doesn't add sensor range, all ship sensors have a range of 1, and while there are a handful of other sensor range extenders, they're in places that I don't really want to bother with at this point. There's an Ascension Perk, a Tradition, an Admiral Trait, and then the Shroud things. The Shroud is a guessing game as it is, and requires a few Ascension Perks anyway. The Ascension Perk requires a bit of time, and both it and the Tradition can't be overridden individually - I'd have to overwrite the entire file, which would kill compatibility with any mods that touch those. While such compatibility isn't my highest priority, they're not things I want to touch right now with this mod, and changing a small handful of things isn't that important in my opinion.
[Andon]  [author] 5 Mar, 2018 @ 2:06pm 
Unfortunately, I don't think there's much I can do as far as either ETAs or ships covering star systems.

I tried to make Jump Drives have a longer cooldown, but it didn't work for me. Still looking in to it. It would also have to be paired with something that removes the penalties, because a long enough cooldown would make it super awful to use. I do want to keep them in for now, as removing Jump Drives (And Psi Jump Drives) is a pretty large undertaking to get it to feel right.
Quin 5 Mar, 2018 @ 4:46am 
I don't know if it's possible but an eta counter on arrival times would be handy.

Also I would argue a nerf to sensors somehow, because being able to see incoming hostiles so far away gives you plenty of time to customize your ships and defense loadouts to fight them.
Quin 5 Mar, 2018 @ 4:32am 
This works for the most part, but is best paired with the stable wormhole mod, and a higher occurence of womrholes and chokepoints. Also handy is the mod that weights jump drive research to 0 so you can only get it from dimensional horror salvage, because the first empire to get jumpdrives in this becomes emperor of the solar system.

ONE problem I have found is that when ships are about to arrive at a system but aren't quite there yet, they'll cover up the system with their icon and make the system unclickable for things you use on systems directly from the galaxy map (like jump drives)