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Whoopsie, thanks for bringing that to my attention, that's fixed now. If you want to immediately fix all existing ship's values in your save then simply open and close this mod's menu, but they will also all auto fix themselves within a maximum of 1 ingame year regardless.
but the issue is that my fleet goes missing in action after losing a battle and the duration is really long like 20 thousand days
It's not even that far from my capital only like 5 star jump, so that shouldn't happen
I'm using 0.8 ftl speed settings with hyperdrive II in the ship
i'm guessing the game also calculate the time it takes for ftl in the equation for missing in action duration but that's just a guess
anyway just thought you should know, thanks anyway this is a great mod and yeah it should have been in the base game settings
@Arcturus I actually changed the method used to control that setting recently, you may need to reopen the mod menu and readjust it - you now have a lot more control over the speed though, and can bring it down even further up to 0.01x
Ok shit happens, ty for your work
I don't know if it's because of this mod, in new game jumping works
If you open the mod files through the launcher, go into the common folder and simply delete the component_templates folder, it should fix that for the time being, all you'll lose is the custom tooltips.
With today's update, this mod now functions without needing to overwrite hyperdrives at all.
This essentially completely eliminates compatibility issues. If you previously had compatibility issues, you should now be able to use this mod alongside any mod which previously caused problems, without needing to choose between the two.
This change also allows me to integrate hyperdrives from other mods. If you know of a mod that would benefit from integration, please mention it in the feedback discussion! Note that I'll only do this for drives which don't already have extremely high stats (ehem, ACOT) for now, as it still takes a fair amount of effort to integrate new hyperdrives.
As always, a total rewrite of a mod can come with bugs and oversights, if anything goes wrong don't hesitate to point it out in the bug reports discussion.
If you’re not using Unique Ascension perks (which I’ve fixed this for) or Ancient Empires (which while I fixed it for, it’ll likely break that mod), I unfortunately can’t fix it without knowing which mods you use.
If it’s still broken despite my fixes and you’re not using either of those mods, could you possibly try uploading the mod list? In the bug report topic I show how to do so with a simple screenshot.
I will literally manually check every single mod you use until I find and fix the issue, I just need that initial info.
while they technically do have different hyperdrives on the backend, my mod accounts for this and it functions correctly for me. I suspect you may have another mod overwriting specifically the civilian hyperdrives; if opening and closing my edict menu, or reloading the save doesn't fix this then could you please drop your mod list in the bug reports topic and I'll look into fixing it? I've detailed how to do so there.
Once this is ready I'll contact the devs of those mods with info on how to add compatibility to my mod. That part will be on them as due to the limitations of the engine, I can't simply add compatibility on my end without copying the drives to my mod.
I exclusively play with Real Space - Ships in Scaling and I haven't noticed this behaviour, it's taking me about 2 years to cross a system with starter components regardless of mod load order.
Could you double check your Real Space settings (in the edicts menu) and make sure ship acceleration is set to "depends on thruster type" rather than "sustained acceleration"? Thanks!
Do you have any other mods that affect hyperdrives, by any chance? If another mod either overwrites hyperdrive 1, or replaces it with their own, then this will happen, and I suspect it's what's happening for you if EVERY hyperdrive 1 is fast.
Same brother lol, that's why this mod now exists - rolled up my sleeves and said "Guess I'll have to do it myself".