Stellaris

Stellaris

Escalation : Warp Drive
60 Comments
卡尔文迪斯梅特 17 Jan, 2023 @ 7:22am 
it‘s still work with 3.6?
Paul 26 May, 2022 @ 6:06am 
The warp will have some chance of eating ships during the jump
Bloody Unbidden!
Solar-Skies 16 May, 2022 @ 2:35am 
yes, but what if we don't want to have the entire overhaul, and want just this mod?
Komandante  [author] 14 May, 2022 @ 6:38am 
@Thy Cursed One I made a new version of it, it was integrated into the New Era project.
Solar-Skies 14 May, 2022 @ 5:15am 
Is this mod still maintained ? I love this mod, and hope it stays maintained
Nephleim 26 Mar, 2022 @ 2:49pm 
Whats the ship in the first picture?
Komandante  [author] 4 Jan, 2022 @ 7:32am 
@Ph00nix Press jump
Ph00nix 4 Jan, 2022 @ 6:01am 
how do you move ship?
Fascist Brazil 19 Jun, 2021 @ 6:06pm 
how do you move your ships?
Manius Julius Prime 30 May, 2021 @ 7:56am 
Does this work?
Dark Xel'Naga 16 Apr, 2021 @ 8:39am 
thanks for the update!
CTH2004 8 Apr, 2021 @ 8:42am 
is this still being worked on?
Spikem59 23 Mar, 2021 @ 6:34am 
@Ranu A friend and I had some ideas for a warp system that didn't have such a drastic nerf to fleets. Not sure how long it'll take as I haven't messed with modding Stellaris yet, but I'll be looking into it at some point.
♥ Ranu ♥ 23 Mar, 2021 @ 3:26am 
Great mod, thanks for it. I don't like star streets. Unfortunately, the deductions for the new engines are too high for me. -50% attack is too much for me, so I would have to double the strength of the fleet, just because of the recharge. Too bad.
Alex.M 18 Mar, 2021 @ 1:28pm 
can you bring wormhole generator plz. it wod be cool to have all 3 FTL bake.:steamthumbsup:
Monarky 4 Mar, 2021 @ 1:20pm 
thanks for the update!
starfirejordan 4 Mar, 2021 @ 8:14am 
yay!! an update is coming
The Next Decade 3 Mar, 2021 @ 12:27am 
The issue is less "don´t want casual Stellaris" and more "without knowing the exact composition of mods in the modpack, including it in your own pack when you want other mods is a nightmare".
Komandante  [author] 28 Feb, 2021 @ 1:12am 
Initially, I did not want to update this mod, but I see that there are people who do not want casual stellaris, and for the sake of these 800 people I will release an update
Komandante  [author] 28 Feb, 2021 @ 1:09am 
@Spikem59
Ok, I will release an update that will fix all the bugs. Warp drives from the New Era mod will be installed here. Everything will work, I also found a solution to how to make it exactly "start", without a bug fixer. I think this update will make the mod really playable for a long time. But, i suggest that if you whant anti-casual stellaria try my New Era mod
Spikem59 27 Feb, 2021 @ 10:43pm 
I'm loving this mod so far, but I just ran into an issue. Juggernauts don't have access to warp drives, at all. I understand you're not supporting this mod right now, but I'm not looking for a whole overhaul at the moment as I've got some mods I don't think would work with it. Could we get an update that just adds warp drives to them?
Designer225 22 Feb, 2021 @ 2:13am 
Huh. Thanks for letting me know. I'll check it out.
Komandante  [author] 22 Feb, 2021 @ 2:12am 
@Designer225 I do not support this mod at the moment. All forces are thrown into the New Era mod. Look it up, there I fixed the warp
Designer225 22 Feb, 2021 @ 1:29am 
Hey there. I am not exactly a fan of how it overwrites an entire technology file (00_phys_tech.txt) just to change some technologies. Especially since the overwriting can be limited in scope (I think you can overwrite just the part of the vanilla tech tree you want overwritten by creating a file with a name that would place it ahead of the vanilla file that contains the tech to be overwritten).

But your mod is interesting enough that I went ahead, created a local copy, and fixed a couple of nagging things just to test drive it, so... yeah :)

Oh and the wormhole activation tech is locked behind hyper drives as of current.
PalaiogosTheGreat 8 Feb, 2021 @ 10:39am 
How do you jump?
Alliao 26 Jan, 2021 @ 4:13am 
Thanks
Komandante  [author] 26 Jan, 2021 @ 3:52am 
@Comrade Cres Like Jump Drive. Hotkey "J"
Alliao 26 Jan, 2021 @ 3:48am 
I just don’t know how to move between star systems with Warp Drive
Komandante  [author] 26 Jan, 2021 @ 3:42am 
I will update this mod and fix all bugs, after TNE
Komandante  [author] 26 Jan, 2021 @ 3:42am 
@Comrade Cres It is trait
Alliao 26 Jan, 2021 @ 3:40am 
I don't understand how to use it
ARGHouse 16 Jan, 2021 @ 8:07am 
I'll try this out, I very much miss the Warp mechanics and there should be a way that Paradox can bring it back while also buffing and encouraging hyperlane use. In the meanwhile modding will do.
8vantor8 28 Nov, 2020 @ 9:34am 
@Frogj1 then we can't use it to the fullest extent of RP
SingABrightSong 21 Nov, 2020 @ 8:08am 
Was looking into modded bypasses for wormhole drives. Unfortunately there doesn't seem to be an effect to *destroy* a natural wormhole after spawning one, and even then the major problem is providing some means to select a destination. Do have an idea for what I've branded "jumpgates" though; stations that enhance jump drive range via ship auras.
Frogj1 20 Nov, 2020 @ 11:22pm 
I suggest make the warp drive start by an origin instead of a species trait.
Ced 20 Nov, 2020 @ 9:13pm 
it was the wormholes
dgray2259 20 Nov, 2020 @ 8:14pm 
what was that at the start of early stellaris where you could select what your starting method of FTL travle where you need to build certain stations in your system in order to jump to another. it was like using Mass Relays, and for the life of me I cant rember. Some help please. But yes those stations are what we need for proper warp drives,
Komandante  [author] 17 Nov, 2020 @ 6:05am 
I'm balancing this, in the future the fleet will not receive debuffs from the jump, but the warp will eat energy in a large size
Defrost40kSMAH 17 Nov, 2020 @ 5:59am 
warp engines??? well, i do miss wormhole generators of that time, cost and energy economy for ships in early game :)
Komandante  [author] 16 Nov, 2020 @ 7:50pm 
Unfortunately, the AI doesn't even use a vanilla jump engine. Paradox cut this feature to optimize the game): I'l think no. I have no ideas for origins
Stranger 16 Nov, 2020 @ 6:32pm 
Does this work with AI? Do you have plans for any origins?
Spirit 16 Nov, 2020 @ 2:09pm 
MWGA (make warp great again)
Komandante  [author] 16 Nov, 2020 @ 11:27am 
I will add a mod that will allow you to edit the templates of starting ships, it will allow you to upgrade the warp engine
Komandante  [author] 16 Nov, 2020 @ 11:25am 
Yes, I can create wormholes. But they won't work during the war. This is a bug. Unfortunately, I don't have much time because of my studies, and I will update all my mods soon
Knapp 16 Nov, 2020 @ 10:10am 
Sadly, I can only thumbs up this once.
Keeper of Knowledge 16 Nov, 2020 @ 7:54am 
My god... I never thought I was going to experience a proper warp drive again...
Locomotor79 16 Nov, 2020 @ 6:19am 
nice i love to jump to systems where normal canot jump to makes fleet faster
bayWHZ 16 Nov, 2020 @ 2:13am 
i never follow the previous version before. Does the AI recognize this trait too and use it?
AbsoluteSolver 16 Nov, 2020 @ 1:59am 
Finally! I hated it when Paradox removed this feature from the game, and I've been trying to find the other two FTL's back in mods. Speaking of, are you also going to do the old Wormhole FTL mechanic too?
Komandante  [author] 12 Nov, 2020 @ 11:32am 
Spawn during tha game