Stellaris

Stellaris

Hyperdrive Rework
42 Comments
Marcus Arabela  [author] 7 Dec, 2024 @ 9:43am 
I've updated this mod to be compatible with the Stellaris Circinus v3.14.1592 release.
starchitec 19 Feb, 2023 @ 4:29pm 
oh neat, Ill have to try with my next play through.
Marcus Arabela  [author] 19 Feb, 2023 @ 2:25pm 
Ok, I've updated the mod's page a little and included a web link to the updated test version I'm working on. If you care to give it a try, just follow the link and subscribe to the Hyperdrive Rework Update instead of this version.

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.
Marcus Arabela  [author] 19 Feb, 2023 @ 12:09pm 
I've goofed while I was updating the mod's page, and some how eliminated my access. Could you please re-add me?
BobGrey  [author] 19 Feb, 2023 @ 5:24am 
No problem! I'm just glad to see this mod getting some use and intrest to keep it updated. I would love to continue it myself, but I simply don't have much time, and find myself spending it on other games and projects.
Marcus Arabela  [author] 19 Feb, 2023 @ 2:35am 
That seems to have worked, thanks!
BobGrey  [author] 18 Feb, 2023 @ 11:21pm 
Accepted your request, added you to the page, and I hope that's how it works. Once you accept the Contributors request, it should allow you to modify the page and update the mod. If not, feel free to make yours public and I can update the description here to link to it.
Marcus Arabela  [author] 18 Feb, 2023 @ 5:14pm 
@BobGrey:

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.
Marcus Arabela  [author] 18 Feb, 2023 @ 2:57pm 
@BobGrey:

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.
BobGrey  [author] 18 Feb, 2023 @ 1:17pm 
Nice! Thank you both for looking into this, and Marcus for implementing these changes. If you want to go ahead and share your copy here, others can help test it.
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.
Marcus Arabela  [author] 16 Feb, 2023 @ 7:52pm 
@Starchitec:

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.
Marcus Arabela  [author] 16 Feb, 2023 @ 7:52pm 
@Starchitec:

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.
Marcus Arabela  [author] 16 Feb, 2023 @ 10:28am 
Interesting info, thanks Starchitec!
starchitec 16 Feb, 2023 @ 8:43am 
JUMP_DRIVE_WINDUP is the problem. That is the windup (and apparently, also the cooldown) of the jumping part of jump drives, it needs to stay at 14. They still use HYPERLANE_WINDUP when traveling via hyperlanes as intended in the mod. Minor 3.6 compatability issue as well, all drives now should have a ship_disengage_opportunities_add modifier in componet_templates, and jump drive range weirdly is now flipped (psi drives should have a range mult of 0.5 instead of 5, unsure why that changed, but the mod currently makes jump range nearly able to cross the entire galaxy)
starchitec 16 Feb, 2023 @ 7:52am 
There are two parts to jump drives, regular traveling on hyperlanes which works just like normal drives and should have no windup in the mod, and jumping, which does not require you to be at the edge of a system and allows you to jump anywhere in range instantly. That should at least still have a cooldown, eliminating the cooldown is what bypassed the fire rate penalty. It probably should still have a wind up honestly, as you bypass interstellar speed when jumping entirely.
BobGrey  [author] 16 Feb, 2023 @ 3:58am 
You should still need to travel through to the next edge of the system, and I never modified fire rate penalties and such. Interesting.
starchitec 15 Feb, 2023 @ 11:04pm 
…but you can jump again immediately after jumping once, and you get no penalty to fire rate or sublight, the previous drawbacks of jump drives. Range doesnt matter if you can instantly jump in sequence, other than extra clicks. Really enjoyed the mod with hyperdrives, but it is fundamentally broken once you get passed them
BobGrey  [author] 15 Feb, 2023 @ 3:43pm 
The intent of this mod is to completely get rid of windup and cooldown times entirely. It replaces it with travel speed. In the case of jump drives and such, it is instant, but with varying ranges.
starchitec 15 Feb, 2023 @ 1:59pm 
psi Jump drives seem to have no wind up/cool down time at all, which seems unintended. Could be that the total cooldown time was reduced by 100% when also using the sight beyond sight edict
BobGrey  [author] 31 Jan, 2023 @ 1:53pm 
Thank you for checking it out. Glad to see it still works! I like how the enemy can give chase rather just dieing at the edge of a system waiting to jump. I never liked how ships had to sit there for weeks on-end. They should be able to handle whatever calculations and calibrations while in-flight to the edge of the system, but they might be in FTL for a while before reaching their target.
Marcus Arabela  [author] 31 Jan, 2023 @ 9:34am 
I'm still using this mod with Orion v3.6.1 and it seems to be having no issues. Last night's game was fun! One of my scouts was chased through 3 star systems before the enemy ships pursuing gave up on catching my scout.

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!
Marcus Arabela  [author] 7 Nov, 2022 @ 4:21pm 
@BobGrey or anyone interested - I did a comparison to the Orion v3.6.0 Beta 3 files that this mod edits and it looks like this mod should still be compatible. I'm using this mod with my Fornax v3.5.3 build of Stellaris, but am currently playing a Stellaris Orion v3.6.0 Beta 3 build that is Achievement compatible, so decided to check out your mod's compatibility.
BobGrey  [author] 27 Aug, 2022 @ 12:22am 
I don't think there is a limit to how slow it can get (beyond seemingly full-stop). This mod already does slow it down quite a lot until you get upgrades.
The Destroyer of Worlds 10 Aug, 2022 @ 11:01pm 
Can you make the interstellar travel speed on the hyperlanes the slowest it can be?
BobGrey  [author] 17 Jan, 2022 @ 3:51pm 
It worked, the launcher was just giving the error like it does, which made it unavailable for use in multiplayer. A few friends and I got together last night to play, and I wanted to use it, so I had to push the update to satisfy the picky multiplayer system.
Marcus Arabela  [author] 16 Jan, 2022 @ 9:57pm 
Ah, ok. So it's compatible with Stellaris v3.2.2 then, cool. I've not been experiencing any issues.
BobGrey  [author] 16 Jan, 2022 @ 8:45pm 
I just changed the version number in the descriptor file to get rid of the launcher's version error.
Marcus Arabela  [author] 16 Jan, 2022 @ 5:54pm 
Incidentally, I really like this mod! Thanks for creating and sharing it.
Marcus Arabela  [author] 16 Jan, 2022 @ 5:53pm 
Co, I'm curious, what got changed in the update today (Jan 16th)?
BobGrey  [author] 5 Oct, 2021 @ 8:33pm 
To my knowledge, it works fine with Real Space. I have been quite annoyed with it, though, as the speeds are awkward. The ships move extremely slowly in sublight, making even the basic hyperdrive seem instant. I do think I need to tweak some numbers here....
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.
Andromeda 4 Oct, 2021 @ 11:06am 
I've not had any issues @Limfjorden
Limfjorden 3 Oct, 2021 @ 12:09pm 
Does this work with the Real Space ship speed rework? If not, is there anyway to make it compatible? I would love to combine these two great mods!
Andromeda 3 Oct, 2021 @ 3:03am 
that's a really great idea! You could try making contact with other modders about it? If they are interested that could make a really great mod! Either way, that's an incredibly good idea and would really expand on the hyperdrive realm of stellaris, giving whole new detail to how hyperdrives work and the workings of hyperspace
BobGrey  [author] 2 Oct, 2021 @ 5:16pm 
This gives me a crazy idea I'd really love to try...
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.
BobGrey  [author] 2 Oct, 2021 @ 5:16pm 
I've never thought of loopholes or shortcuts.
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.
Andromeda 1 Oct, 2021 @ 5:01am 
I agree with @JenkoRun, months for the early hyperdrives makes sense, as the hyperlanes are barely understood at the beginning of the game it would make sense they wouldn't know any shortcuts or other ways to speed up the travel time, then they slowly get faster as they find loopholes and shortcuts which speed up travel time
BobGrey  [author] 29 Sep, 2021 @ 9:27am 
Not sure, honestly. I haven't tested both with and without at the same time (it is possible, but only be adding entirely new types of hyperdrives, as this mod essentially replaces how the existing ones work).
|_| Clyax 27 Sep, 2021 @ 12:54pm 
Is the time for the ship to arrive the same for the modded and unmodded versions of the hyperdrives?
JenkoRun 25 Sep, 2021 @ 9:38am 
Psi and Jump drives should definitely stay as it is, as for the first generation hyperdrive, I think to travel the distance shown on the screenshot should take 3 months, 2nd gen should be 1.5 months, and 3rd gen should be 15 days. But that's just my suggestion, you might find a better formula for this one.
BobGrey  [author] 25 Sep, 2021 @ 8:44am 
Yeah, ships sitting around for weeks or months before going into hyperspace always bothered me. In just about any sci-fi out there with this type of FTL, they are shown to immediately go into hyperspace, but tye trip itself might take weeks or months.

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.
Whysoserious 25 Sep, 2021 @ 5:04am 
Agreed, this makes so much sense it really should be vanilla.
Great idea.
JenkoRun 25 Sep, 2021 @ 4:04am 
This should be Vanilla.