Stellaris

Stellaris

Research All FTL (1.5+) -Legacy (No longer be updated)-
32 Comments
DarkExcalibur42 30 Oct, 2018 @ 7:57pm 
Glad to see other people as angry about Paradox's decision as me.

The wormhole generators as an FTL mode were one of the biggest reasons I bought Stellaris, so now I feel like I've had all my investment in this game stolen from me. All my best gameplay stories are as a result of wormhole tech. And it's just gone now.
Marxist Knight 17 Mar, 2018 @ 12:16pm 
So there's no way to currently mod 2.0 to include all FTL? I'm just baffled by Paradox's decision. Why deliberately cut such integral content from a game?? If they think hyperlanes work better, then surely everyone would have only played with hyperlanes!
Will pick sniper  [author] 24 Feb, 2018 @ 8:53pm 
Yeah, it is indeed god f****ing damn it.

This mod is the living proof that Paradox basically went backward regarding game design direction as well as broken promise of "multiple FTL" techs.

There were a lot of good suggestions to fix FTL issues, and Paradox had to make their own solution, which is the worst possible one.
All hail the Cartlord 24 Feb, 2018 @ 5:54pm 
God, damn, it, man...
Will pick sniper  [author] 24 Feb, 2018 @ 5:29pm 
It seems Paradox abanodned multiple FTL method, making this mod worthless. This mod will be no longer updated, unless Paradox decides to bring back multiple FTL again.
Will pick sniper  [author] 22 Jun, 2017 @ 1:06am 
Well, kind of.. *tries to run away*

Ok, I am also approaching to the conclusion that without overriding vanilla files (which this mod has been avoiding so far) it seems I am not going to go anywhere.

I am looking for the least destructive way for it.
Porter 21 Jun, 2017 @ 9:50pm 
heyis this mod still up at running
Amateur Linux Gamer 9 May, 2017 @ 5:37pm 
yay, thanks for not abandoning this mod. =)
Pode 9 May, 2017 @ 10:21am 
Busy w real life today myself, but I'll be making 1.6 versions soon. Look forward to cooperating.
Will pick sniper  [author] 9 May, 2017 @ 7:23am 
@Pode : Thank you. Actually I've been busy with RL and playing other games, as well as maintaining other mods...

Since 1.6. Came out, it seems it is good time to try something for this mod.
Pode 30 Apr, 2017 @ 7:16am 
We should compare notes, I was able to get my PreFTL version based on this working under 1.5. Then again, I've never been able to do so without overwriting the vanilla files in a non compatible way.
Will pick sniper  [author] 24 Apr, 2017 @ 8:41pm 
Yeah, I am still looking for a solution. Something regarding that made FTL techs 'tier 0' may have been something to do with it..
Amateur Linux Gamer 24 Apr, 2017 @ 9:54am 
aww, good luck! i'll keep an eye out! It irritates me that FTL isn't researchable. this mod was nice to have! =)
Will pick sniper  [author] 11 Apr, 2017 @ 1:32pm 
So guys, it seems Paradox fundermentally changed the code regarding FTL, and this mod is completely broken.

I am looking ways to make this mod workable again, but otherwise I think I am going to abandon it.
Rastro 13 Dec, 2016 @ 4:20pm 
okay, thank you, the 7/21 update summary had me wondering
Will pick sniper  [author] 13 Dec, 2016 @ 4:16pm 
@prbeeney : Yes.
Rastro 13 Dec, 2016 @ 3:44pm 
does this mean all player can research jump drive without the seperate mod?
All hail the Cartlord 8 Dec, 2016 @ 5:28pm 
Sorry, wasn't sure. Thank you!
Will pick sniper  [author] 8 Dec, 2016 @ 1:47pm 
As I said, there is literally no difference in coding. You will see a red "!" symbol appears on the play button, but you will have no problem playing the game....

Man, I said exactly same thing in October 26th lol.
All hail the Cartlord 8 Dec, 2016 @ 12:08pm 
It won't let me run it on 1.2.5, is there a Version that does?
Oss|Suncrusher 26 Oct, 2016 @ 6:46pm 
Awesome thanks for the reply!
Will pick sniper  [author] 26 Oct, 2016 @ 2:32am 
@Suncrusher : There is literally no difference in coding. I only chaneged the version number. It will surely work for 1.2.5, for now.
Oss|Suncrusher 25 Oct, 2016 @ 7:14pm 
Would you be able to put up a 1.2.5 version ? Thanks!
Will pick sniper  [author] 24 Oct, 2016 @ 11:50pm 
No problem. Feel free to notify me if there are any bugs.
[VI] Ragnok Ulfbhert 24 Oct, 2016 @ 9:30pm 
thx for the updates
Will pick sniper  [author] 24 Oct, 2016 @ 7:29pm 
Updated for 1.3
[VI] Ragnok Ulfbhert 13 Aug, 2016 @ 10:14pm 
thank you for this mod. I got nearly 400 years into my 1st hyperlane game and it was my 1st run not on wormholes. Honestly they seemed the most fun and after i learned of the energy rates of other ftl I usally take the eco hit and stantion up for the fleet boost
Plus jump is really redundent with wormholes so i hoped it would be real tech boost on hyperlanes and waited and waited but lol
Will pick sniper  [author] 13 Aug, 2016 @ 7:34pm 
You are welcome. Pre-FTL is something I didn't really think about. That's very interesting.

Yes, absolutely. Even the idea of this mod is not original. I just made myself one when the all FTL research mod I was using was no longer updated and unfortunately not written well.
Pode 13 Aug, 2016 @ 5:20pm 
Your mod's researchable FTL inspired me to make my Pre-FTL Players mod where even the starting FTL has to be researched. I borrowed heavily from your AI work here. I wanted to extend thanks and retroactively ask the permission I should have gotten up front.
Will pick sniper  [author] 25 Jul, 2016 @ 8:23pm 
AI is not capable of using multiple FTLs as much as humans can. More likely, they use "best" FTL based on the AI weight originally written. Here are what they usually follows:

1) They tend to stick their original FTL if they are present with multiple FTL but with same weight.
2) They will all jump the ship if they research alternative FTL and able to research more advanced one, they will switch all ship to that one.

For example, if AI's starting FTL is warp, and if it has both warp 1 and hyperspace 1, it will use warp 1. But if it has warp 1 and somehow obtains hyperspace 3, it will upgrade ALL ships to hyperspace 3; it won't try mixing FTL techs. Same for Jump Drive case.

But FTL switch other than Jump Drive rarely hapens since both the original 1.0.1 and my mod made starting alternative FTL tech rare, which means the AI usually have much higher techs for their original FTL drive than other alternative ones.
Dariorthan 25 Jul, 2016 @ 5:51pm 
how will the ai react to the changes?
Will pick sniper  [author] 17 Jul, 2016 @ 2:54am 
Let you know, I am currently working on some jump drive mod. It means soon or later the tweak on the Jump Drive will be gone, and replaced by my second mod.

That said, from the files people were supposed be able to reverse-engineer Jump Drive from the Fallen Empire (hence only Jump Drive was marked as reverse-engineerable while other FTL techs are not), but obviously for some reason this mark is not working.

The fact that people were supposed to be able to obtain Jump Drive reliably from the Fallen Empire is the reason why the Jump Drive research weight is insanely low. Yet another significant oversight from Paradox.