Stellaris

Stellaris

What's The Rush? - OBSOLETE
36 Comments
Vyllis 7 Jun, 2020 @ 6:17am 
Interesting, for me that would replace ship in scale who is ridded with mods conflict right now.
Godiwan 7 Jun, 2020 @ 6:11am 
I just installed the mod on 2.7.2. I dont know but it looks like it works just fine. Scout ship needs 2-3 months to travel a single space lane.
hypersot 10 Dec, 2019 @ 3:25pm 
Well, i was curious as to why it was working for me so I decided to do a test by removing everything (all files in my documents) and I put the game on another drive which I know it always causes mod problems...what happened was that I got the same issue as it is described in the previous posts... thing is, I got the same problem on many other mods not just this one.

After messing a bit with the files, I noticed that all mods that are currently working have the 'common' folder on the compressed mod file missing.
By removing that 'common' folder and placing the mod contents in the root I made that error go away.

Can you please try editing the mod as such and see if it works?
hypersot 9 Dec, 2019 @ 4:50am 
For some reason I'm not experiencing any issues with the mod.
It doesn't disable itself nor I get any error on the launcher when enabling it.. it also seems to be working normally in-game.

This launcher must be the most erratic piece of software on steam :/
Celebrimbor 2 Dec, 2019 @ 6:02pm 
Same issue as the gentlemen below :( a update maybe plz
Cocoanut 29 Nov, 2019 @ 3:25pm 
Yup, same issue as the gentleman below.
Battlespark 28 Nov, 2019 @ 9:23pm 
Hey danso? The lovely new launcher is reporting something looks wrong with the files. Ive DL this a few times and it gives the same error. You enable the mod and it immediately disables itself. Lovely new launcher isnt it? Just letting ya know, ill try to figure a way to force the darn mod to load lol.
Battlespark 29 Oct, 2019 @ 12:08pm 
Love this mod man, when you see an enemy on approach it gives you a chance to build up a delay defense, least until your main fleet gets to the front line.
Danso  [author] 14 Oct, 2019 @ 10:00pm 
@Gericht ship sublight speed (in-system movement speed) was reduced to 66% of the vanilla game's default value. So cut by 1/3rd.
Danso  [author] 14 Oct, 2019 @ 9:54pm 
@Kepos This was always meant to be just a simple mod that alters ship speeds. I haven't had any trouble with map scale being an issue myself and it seems other people enjoy playing on larger maps with the reduced pace, so I don't plan on making any complex alterations/additions to it.
Danso  [author] 14 Oct, 2019 @ 9:36pm 
@Mabus (the Omen) You must be using another mod that alters ship speeds, Mabus. This mod alters only ship base movement & hyperlane speeds. Just 2 simple lines of code.

None of the mods you listed alter those same lines of code, so they will not conflict in any way and to be absolutely certain, I tested NSC (again) & Kurogane for you and can confirm that they are still working without issue.

You'll have to go through your mod list and enable them one at a time with WTR to find out which mod of yours is the culprit. Nothing more I can suggest for you, sorry.
Mabus (the Werewolf) 11 Oct, 2019 @ 6:12pm 
Seems to conflict with... alot... NSC seems out of the question and mod ships in general (kurogane, star wars, etc) seem to have an issue.
Kepos 8 Oct, 2019 @ 10:38am 
There already was a mod to slow down the travel time. Unfortunately, it also didn't scale for bigger maps and therefore was quite unuseful. Would you mind to think about scaling your mod toward the size of the map?
Gericht 6 Oct, 2019 @ 3:37pm 
Hello, out of curiosity, by how much did you reduce the ship movement speed? Currently using it in conjunction with kaityomoke's Slow Speed Battles to find that ideal combat speed. Thanks again for this great mod!
Danso  [author] 5 Oct, 2019 @ 12:29pm 
@Vyllis Yep. The only mods that would conflict with this are ones that also alter the base speed of ships specifically.
Vyllis 5 Oct, 2019 @ 10:47am 
Does this work with NSC or other mods that add ship components?
Mordachai 4 Oct, 2019 @ 8:01am 
Yeah - I played a few games of the ST:NH mod - and loved the slower FTL - and modded that in for myself too (haven't uploaded that yet - was still testing how it feels)
I'm glad others love that too - I'm just about to mod the FTL engine techs so that they do speed up travel (not just reduce jump-lane setup time).
I wanted to up-rate this as I happened to be doing that :)
Uland 3 Oct, 2019 @ 12:00pm 
Once in a while you find a mod that's super simple but really improves upon the game. Great work.

High recommend using this with Evolving Hyperlanes (and/or RS: Solar Storms) and Independent Colonies.
Danso  [author] 3 Oct, 2019 @ 10:31am 
Yeah, not a fan neither. Just blobbing your fleets together in to one giant mass and warping around the galaxy at ridiculous speeds? Where's the fun in that? :denied:
Danso  [author] 3 Oct, 2019 @ 10:06am 
@Wingnut Yes, altering the ship's movement speed is a blanket alteration that should also affect them in battle and from what I have observed when playing, that does seem to be the case. Ships don't pick up speed upon entering battle for example, but instead continue to engage at their new reduced speeds.

Besides slightly longer engagements, how this truly affects balance though, I've honestly yet to fully test. I'm presuming longer-range weapons might be more viable now as a result but I haven't had the time to experiment. Feel free to try out different ship modules/fleet combinations though and see for yourself what works best.
Gericht 2 Oct, 2019 @ 9:32am 
Great mod! Really helps pace out exploration/expansion in addition to making fleet movement more methodical. +1 for combination with Evolving Hyperlanes.
Eisvisage 2 Oct, 2019 @ 9:11am 
This should make Evolving Hyperlanes way more interesting. You wouldn't be able to rush through the new hyperlanes very quickly anymore. And it sounds like hyperlane travel is a bit more dangerous/risky now, which is pretty awesome. Nice mod.
Danso  [author] 30 Sep, 2019 @ 6:15pm 
@Tyso3 This is just a simple mod that alters the ship speeds. I really only created it for personal use but seeing as there aren't any other mods that slows ships down, I thought I'd share it in case anyone else would be interested in using it. I don't intend on doing anything else to this mod besides the occasional update when it's needed, sorry.

I'm glad everyone's enjoying it though :happy_creep: thanks, guys!
Tyso3 30 Sep, 2019 @ 5:13pm 
Knock on effects of this are Anomolies/artifacts are almost completly untouched in the galaxy, Some nations due to civics/planet starts end up expanding faster and some become quite stagnant. This doesnt make them weak however, they can sit with a huge fleet or corvettes in their system.

His mod kinda still works but if your able to incorperate some aspects to this mod, it would be fantastic.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=738842496
Tyso3 30 Sep, 2019 @ 5:13pm 
I still use a mod similar to this, though its outdated. Would be great if you could take a few elements from it, since the mod hasnt been updated in almost a year. Basically it adds more hurdles at the start for AI and players in order to get FTL. With Faster FTL only being available at the end, and none available at the start.

What you end up with is AI/Players not really expanding before 40 years into the game, meaning that the nations that come out of these systems are usually a bit more advanced with tech/ships rather then having the engine before the ship.

grinning_fox 30 Sep, 2019 @ 3:59am 
Oh finally. Someone who thinks space travel on a galactic scale shouldn't be quite so quick and convenient. I like mods that slow Stellaris down. It has a speed up option if you're impatient, but it is really an immersion thing when playing a Grand Space Strategy about building vast interstellar empires. I'm the type who plays with pretty much everything on X5 (tech, crisis) and pushes mid- and end-game dates as far back as they can go. So this is a great mod for me.
Henrik 30 Sep, 2019 @ 3:19am 
"You're going to have some extremely lengthy games... But hey, if that sounds fun to you, then go right ahead."

That sounds fun to me ^^ Thx Danso
LordZarmack 30 Sep, 2019 @ 2:38am 
Good work mate, feel the same way.

> Tell them to play some starcitizen and Q-travel from daymar to arcorp
sparr15 29 Sep, 2019 @ 7:01pm 
were is a mod that increases ship speed
Commissar BS 29 Sep, 2019 @ 12:49am 
Okay, time to come back to Stellaris and have a massive galaxy that takes decades to cross
hiphop4eva 28 Sep, 2019 @ 3:07pm 
Getting jump drives has no risk lol. If it's not the Unbidden then it's gonna be the other 2 anyway.
Journeyman Prime 28 Sep, 2019 @ 10:14am 
The Unbidden? Ahh they're no threat...not unless I want them to be lol :P

At this point I've abandoned hope of the Crisis factions being threatening and rely on international politics for a challenge.
Danso  [author] 28 Sep, 2019 @ 5:52am 
@MayhemX8 It really does. Wormholes & gateways are a much bigger deal now and that jump drive tech is all the more tempting, if you feel it's worth the risk of an interdimensional invasion popping up in your space :army:
Journeyman Prime 28 Sep, 2019 @ 4:05am 
This makes gateways and jump drive even more powerful...that kinda makes me wanna sub lol
Danso  [author] 28 Sep, 2019 @ 3:08am 
@MihaP These are simply things you'll have to consider when playing.
Like I said in the description, probably best to stick to smaller, competitive maps when using this and you'll avoid those issues entire but I am playing a lengthy game on a large map with this mod enabled and I honestly haven't had any problems myself so far. The mod doesn't slow everything down so much that you can't reach timed events, you just have to use your head a little.

Send a science ship or 2 along with your combat fleets if you know there's going to be lots of debris for example. Make sure you keep a construction ship within 5 or 6 jumps of your your research ships etc. Perhaps you can only reach 1 of 2 timed events in time so you'll have to make a choice. It's all part of the fun. You can't expect to play by normal rules when it takes your ships longer to move around.

That's just the nature of the mod :sunglassesDoge:
MP 28 Sep, 2019 @ 12:44am 
There was a similar mod before that made apparent an issue with timed projects, for example your survey ship uncovers a project for construction ships that are all across the galaxy. There's also debris.