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Once I'm satisfied the update is stable/correct, I'll update the mod here with the new version. If not, you can continue to use this copy of the mod which will work, other than the jump drive and psi jump drive issues, along with slightly fewer chances of disengagement rolls in combat.
I've created a separate copy of your mod that I've updated and uploaded to the Steam Workshop. It is currently hidden and I've sent a Friend request to you so I can add you as a contributor. With it loaded as a separate mod, people can give it a try if they wish, knowing it's still in testing and those who don't wish to try it yet can still download your current version.
Once it seems stable and bug free, I can upload to your mod if you wish once I'm listed as a contributor for it.
I've copied your workshop text over to the test version and listed you as the originator/creator of the mod. I've also provided a web link to your mod here on Steam Workshop. I can send you a web link for previewing what I've set up.
Ok, that would be cool if you don't mind adding me. I'm fairly sure I know how to setup to upload to your mod's page in the workshop. I've got a few custom race mods I've shared here in the Stellaris Steam workshop. I just would need permission to upload, and I think adding my Steam ID would give me the permissions needed.
I've used my updated version a bit now and haven't seen any problems, but my empire hasn't advanced enough yet to have access to jump drives or Psi jump drives yet. So far things are going smoothly with the changes.
Also, I have very little time or motivation or work on many of my mods these days, so perhaps I could add you to the list of creators for the mod so you can update it? Let me know.
Part 2 of 2:
My thoughts are this may be due to the recent combat rebalance in Orion 3.6.1 and the basic "ship_ftl_jumpdrive_range_mult" value is defined in the program code and only modified for the PSI_JUMP_DRIVE_1 now, with this basic value in program code, or some other parameter file, being used for the JUMP_DRIVE_1 entry.
Since I don't have permission to adapt or share my mod copy, I have not uploaded it to Steam and have only my local mod copy. I also have not play-tested these changes yet. I'm going to try it out in a new game and see how these changes play out.
Oh, I also saw the new Orion 3.6.1 addition for disengagement chances and added that into the mod's file for that entry. Good catch there. that's part of the Orion combat rebalance.
Part 1 of 2:
I'm home now and took a look at the mod's files compared to the Stellaris Vanilla files. I can see what you mention concerning the Jump Dives and Psi Jump Drives as defined by the mod and in Vanilla.
I've created myself a local mod copy on my PC and have changed the values as you mention. I've also deleted the "ship_ftl_jumpdrive_range_mult = 2" line from the "JUMP_DRIVE_1" entry since it is not present in the Vanilla defines file and the entry for PSI_JUMP_DRIVE_1 is reduced from the former 5 to 0.5 now in the Vanilla defines file.
This mod gives Stellaris a different feeling when playing and makes gameplay action feel more like what's seen, or read of, in most sci-fi story-lines. Definitely recommend highly!
The two mods do work perfectly together, though, technically speaking. Give it a try yourself and let me know how you feel about the hyperdrive speeds.
Expanding on this mod idea with an entire series of mods, adding entirely new kinds of hyperdrives and researches, along with possibly events. These would explore other methods of hyperspace travel and improving on those methods in various and mixed ways.
Unfortunately, I have no clue to handle events, new technologies, and entire new ship components and their modifiers. It will take some time to learn these things, given my 70-hour work week.
I've always imagined hyperspace being a specific, well, space; location with volume, where things are simply smaller, including distances. The game portrays this in the form of tunnels or doorways where this space is entered and exited at specific locations. This space still takes time to travel through, and the ships are still going sublight speed (though the extremely shortened distance appears as FTL). An upgrade to the hyperdrive allows for moving faster in this space.
Bringing up the idea of loopholes or shortcuts is interesting to me. Seeing as this technology is limited to sci-fy, we go wild with imagination. It can be anything we want it to be.
I originally made this mod a couple years ago (along with my other mods), but never released it. Not long after, my PC could no longer run the game. I finally got my new PC a couple weeks ago, and wanted to get my mods up to date, and rebuild this one to get it released. I am still tweaking the numbers, so if anyone has any suggestions for how long it should take to travel, let me know.
I feel like the current times are too short, even at the basic drive. The Psi Jump Drive is almost instant, which I think might actually be a good thing, considering it is a late-game tech.
Great idea.