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It's likely safe to use though, but the tech costs may be slightly off.
surprise - you mean jump straight to their capital
Jump drives had no disadvantage, the game still converged on jump drives anyway.
Getting rid of everything aside from the Hyperdrive was a terrible idea in my opinion, since it just gives me the feeling that the dev behind that blunder was having a Star Wars fanboy wank or something.
Let me be able to surprise (and be surprised BY) my enemies in my campaigns because my civ and theirs use different FTL methods! It gives more fun and in-depth options when waging a war, since a civ with jump drives can circumnavigate all known systems at the risk of being eaten by the Warp, while hyperdrive-using civs are safe but constrained only to known Hyperlanes.
Isn't that the point of grand STRATEGY games? To have advantages and DISadvantages because of the civ and choices you make?
https://github.com/CoFH/StellarExpansion/tree/4029000e7ad96d430b3b40f0bad3b5a3abd08830/archive/1.9
Is this mod compatible with V1.9? Or is there a seperate version, possibly?
Thanks!
Thanks!
Kingdark
Maybe Thrusters with lots of speed increase but no evasion?
The base hyperlane speed is quite fast, so realistically it saves you a couple of days here and there. That can add up over time, but it actually isn't much compared to the time you now spend inside individual systems getting to the lane entrances.
Isn't the +50% a little much? Maybe tone it down to +33%?
I'm going to see about possibly adding some Micro-Warp Drives as Aux components too - just *something* to help ships move a bit faster.
Tweaked a couple of modifiers to fit with the new FTL system, but these techs actually held up pretty well.
Patience please. :)
Jump drives only get comparable range when they have tier 3, but at that point their wind down is just as long as the wormhole chargeup.
Maybe you could make a technology that negates the vanilla change which increases times based on how far away from your home systems you are?
tech_cofh_se_reduced_ftl_windup:0 "Продвинутая подпространственная калибровка"
tech_cofh_se_reduced_ftl_windup_desc:0 "Улучшение наших подпространственных датчиков должено позволить нам уменьшать время, требуемое для сверхсветовых путешествий."
tech_cofh_se_reduced_ftl_winddown:0 "Демфирование пространственно-временного резонанса"
tech_cofh_se_reduced_ftl_winddown_desc:0 "Управление пространственно-временными калебаниями, образующимися после сверхсветового прыжка, уменьшит время задержки после сверхсветового прыжка."
tech_cofh_se_reduced_energency_ftl_damage:0 "Поля структурной целостности"
tech_cofh_se_reduced_energency_ftl_damage_desc:0 "Измененная технология щитов должна напрямую обеспечивать усиление корпусов кораблей."
tech_cofh_se_reduced_energency_ftl_time:0 "Срочная калибровка датчиков"
tech_cofh_se_reduced_energency_ftl_time_desc:0 "Усовершенствованные методы калибровки датчиков должны обеспечивать возможность быстрого реагирования в чрезвычайных ситуациях."
Now, the techs are simple one-offs, and they're a fair bit cheaper. They are rare, but not extremely so, and having higher tier FTL will give you a HUGE boost to drawing them.
Also, I added a couple of new techs which affect Emergency FTL.
Still thinking on the Wormhole stuff, but I'm going to add *something*.
There are some interesting things you can do with stations and auras, effectively creating "Mass Relays," but since I can't introduce comparable mechanics for the other FTL types, it's not something I've added yet.
I think the rationale for removing it was that it made them situationally superior to Jump Drives, and Paradox didn't want that.
I'm really hesitant to do much beyond that, since it's literally doubling the capability as is. We'll see though. :)