Stellaris

Stellaris

Before The Light - STL
31 Comments
Pietrooperv 22 Jun @ 7:19am 
Does this work with 4.0?
Pietrooperv 20 Jan @ 10:47am 
The AI has extreme difficulty researching (or at least prioritizing) FTL techs at the start of the game. The great Khan has awoken in my current game and the galaxy is basically empty because no one has proper FTL tech yet. IMO, the weight for the AI to select the STL techs and tier one hyperdrive tech should be HEAVILY increased.
Pietrooperv 28 Nov, 2024 @ 3:18am 
This mod seems to unlock the tier 3 hyperdrive tech for research right after you finish researching the first tier. I unlocked tier 1 hyperdrives and then a few tech rolls later, I saw hyperspace slipstreams (tier 3 hyperdrives) without even seeing tier 2.
Maschinenmensch 19 Jun, 2024 @ 6:41am 
Nice
Is this player only?
CrazyZombie 27 May, 2024 @ 12:43pm 
Ok, on the first glance seems to work fine with current patch. Though, I have a balance concern: "Eager Explorers" civic got VERY unbalanced with this mod because they have their special jump engine which is technically better that conventional hyperdrives from vanilla game and certainly leagues above first two starting engines from this mod.
CrazyZombie 27 May, 2024 @ 2:35am 
Anyone tested it with the new patch?
🆂🅷🅸🅾  [author] 17 Dec, 2023 @ 1:07pm 
@Fin Enarah The mod works.
Fin Enarah 17 Dec, 2023 @ 8:57am 
Can you upddate it and add a descriptor it currently isn't usable
tzverg 2 Nov, 2023 @ 11:39pm 
🆂🅷🅸🅾  [author] 16 Mar, 2023 @ 6:25am 
Should work.
🆂🅷🅸🅾  [author] 16 Mar, 2023 @ 2:37am 
@Haerzog Ok thx. I'll take care of it.
Haerzog 15 Mar, 2023 @ 6:26pm 
I am finding that my civilian vessels are not automatically upgrading to the Interstellar Impulse Drive
Beast-Storm 2 Jan, 2023 @ 5:04pm 
Thanks @Shio
🆂🅷🅸🅾  [author] 2 Jan, 2023 @ 3:33pm 
Ja.
Beast-Storm 2 Jan, 2023 @ 1:55pm 
Does this work in 3.6?
yimingtheyeeter3000 26 Mar, 2022 @ 3:18am 
also 3000 days is like 10% the speed of light
yimingtheyeeter3000 26 Mar, 2022 @ 3:18am 
Imean you can be faster
🆂🅷🅸🅾  [author] 12 Mar, 2022 @ 6:26am 
@yimingtheyeeter3000: 3000 days is way too long. Shouldn't be a waiting simulator. I also tried to match the real construction time of ships with the ship classes here... such long times are simply not playable.
🆂🅷🅸🅾  [author] 12 Mar, 2022 @ 6:01am 
@Mr.nobodyyouknow83 Why wouldn't BTL work? Does Real Space change the drives? If so, that's a problem.
Mr.nobodyyouknow83 11 Mar, 2022 @ 8:36am 
So does this still works and is it compatible with real space?
yimingtheyeeter3000 7 Mar, 2022 @ 8:02am 
like, the early hyperdrive I litreally take 3000days to reach alpha centuari from sol
🆂🅷🅸🅾  [author] 29 Jan, 2022 @ 12:03pm 
What are the travel times in days? Test the time difference! I tried that for a long time. I doubt they changed the static values. Maybe I'll take a look at the next update. But I also like the speeds.
yimingtheyeeter3000 29 Jan, 2022 @ 5:37am 
it use -99% FTL speed thing and it worked
yimingtheyeeter3000 29 Jan, 2022 @ 5:37am 
you can try to copy what the "The New Era" mod did
🆂🅷🅸🅾  [author] 24 Jan, 2022 @ 6:59am 
@yimingtheyeeter3000 I've written something about the topic in the comments at NSR2.

Shio [Autor] 1. Okt. 2021 um 23:02
@1Fieldmedic
And how long did the ship travel to the next system?

It's always about 30 days, whether -99 / -9900% or -0.99 / -99%.
At -99 you still get display errors ... e.g. optical instant travel. The tooltip shows -9900% but the game does something different. Btw.. the ship_winddown_mult is also almost static.

In the old version I had changed the interstellar speed. If it still worked... I would have done it.

The ship got stuck earlier if a slow travel happened during the monthly calculation. But as I said, this should no longer be possible either, since static range.
yimingtheyeeter3000 22 Jan, 2022 @ 8:51pm 
could you change it to very very slow FTL speed?(like -99% FTL speed or something)
🆂🅷🅸🅾  [author] 28 Oct, 2021 @ 8:46am 
Thanks for the feedback.
The year is on purpose, precisely because the first hyperdrive variable appears in research. Also because you have to calculate that a user doesn't adjust the mid and end date. The year has been in the description since my update.
PookySmile 28 Oct, 2021 @ 8:13am 
Just tested, influence is ok, techs seem ok.
Basic T1 hyperdrive is lvl2 tech, so lots of other techs in pool, thats why it feels slow to get them. Managed to rush normal T1 drives in 28 years with science-all-in, seems reasonable.
Btw the starting date is still year 2150, but i guess it only interacts with mid-game and late-game dates which can be changed in galaxy setup, so non-critical. Maybe change it, or just add this to description of mod.

Anyway, thanks for rapid response. Nice little mod for a slower early-game, and it is compatible with almost anything. (Me and friends have over 100+ mods in playset).
Again, thx, and keep up the good work!
🆂🅷🅸🅾  [author] 25 Oct, 2021 @ 7:54am 
Oh right I forgot to take the defines out.
Should work now, also with the techs.
PookySmile 24 Oct, 2021 @ 7:24pm 
And by the year 2200+ I havent rolled any other drive tech. 50+ years of game, 11 planets, tons of pops, tons of income, 4 traditions finished, but no vanilla drive techs yet..
PookySmile 24 Oct, 2021 @ 7:21pm 
This is broken. It claims to ONLY add 2 drives, but it also changes outpost influence cost to 135 and changes game starting date to 2150, and I noticed overall slowing of the game progress (tech seems slower) and some weird stuff going on.