Stellaris

Stellaris

[2.1] Stellar Expansion - FTL Enhanced
68 Comments
ExNormal 17 Aug, 2024 @ 2:19am 
still working now?
Peter34 8 Mar, 2019 @ 10:32am 
Slightly off? Science amounts were increased by a factor of 4 with 2.1->2.2, so if not updated, the Techs will be 75% cheaper than they ought to.
The Hat 8 Mar, 2019 @ 7:58am 
Thank you for doing this.
King Lemming  [author] 29 Dec, 2018 @ 7:41am 
Probably not, but I'm still going to just roll this into the base Stellar Expansion for 2.2 when it's released.

It's likely safe to use though, but the tech costs may be slightly off.
Gerishnakov 29 Dec, 2018 @ 5:53am 
I'm guessing 2.2 doesn't really affect this?
Elitewrecker PT 21 Aug, 2018 @ 4:41am 
"be surprised by" - like the AI would ever do that.
surprise - you mean jump straight to their capital

Jump drives had no disadvantage, the game still converged on jump drives anyway.
Nova_Eclipse 20 Aug, 2018 @ 5:39pm 
@Entropy My damned thoughts exactly. WHY would you take away all forms of FTL aside from Hyperdrive?! Being able to use warp gates, jump drives, and all that other stuff from the previous versions was one of the things that allowed this game to catch my attention.

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?
Entropy 4 Jul, 2018 @ 7:18am 
Really, people don't like having their FTL altered? 2.0 removed all other FTL as starter techs and left warping to science ships, and gates to megastructures. Either way i like the idea of the mod research options.
King Lemming  [author] 27 Jun, 2018 @ 1:10pm 
This still works, yes.
falhxer 27 Jun, 2018 @ 12:04pm 
Its still work right ?
All hail the Cartlord 26 Apr, 2018 @ 3:39pm 
(Note that this may be listed compatible somewhere, but I'm asking this question on every mod I have because screw 2.0)
Is this mod compatible with V1.9? Or is there a seperate version, possibly?
Kingdark 7 Mar, 2018 @ 2:25pm 
Don't mean to spam replies but... I'm taking a look at the contents of your mod to see if I can modify this myself. Which numbers do I need to change to make it do what I want it to do?
Thanks!
Kingdark 7 Mar, 2018 @ 2:22pm 
I just double checked and the mod I mentioned hasn't seen an update since 1.5 so yhea, outdated :p
Kingdark 7 Mar, 2018 @ 2:21pm 
There was an instant retreat mod (which is outdated) but is it possible to add a technology that would do pretty much the same? Maybe make it expensive or with a high rate of being lost but I would love to see that option!

Thanks!

Kingdark
Red1 2 Mar, 2018 @ 5:02pm 
Any chance you could make a mod where Wormholes are traversable at game start?
Peter34 27 Feb, 2018 @ 7:02pm 
Okay, that makes sense.
Elitewrecker PT 27 Feb, 2018 @ 6:58pm 
I wasn't actually asking for a fix here, was just kidding, they'll probably balance out some quest timers with the increased travel times now.
King Lemming  [author] 27 Feb, 2018 @ 6:57pm 
Not the department of this mod, I'm afraid. Although I'm considering adding Micro-Warp Drives as a tech option/tree. Not sure how I would balance them out, since presumably a fleet moving MUCH faster would need some sort of combat penalty.

Maybe Thrusters with lots of speed increase but no evasion?
Elitewrecker PT 27 Feb, 2018 @ 6:54pm 
Still not enough to reach far away systems for events.
King Lemming  [author] 27 Feb, 2018 @ 6:44pm 
I don't think it's really all that much, tbh. If anything, I question if 50% is even a really noticable boost, since Warp isn't a thing anymore.

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.
Peter34 27 Feb, 2018 @ 5:21pm 
HyperNavigation Calibration gives +50% FTL speed, and +1 Sensor range.

Isn't the +50% a little much? Maybe tone it down to +33%?
Peter34 26 Feb, 2018 @ 12:22pm 
Cool.
King Lemming  [author] 26 Feb, 2018 @ 8:19am 
Yeah. +1 Sensor range.
Peter34 26 Feb, 2018 @ 1:37am 
One Tech gives +25% Sensor Range. What have you translated that to in 2.0-speak? +1 system Sensor Range?
Xrona 25 Feb, 2018 @ 9:57pm 
Many thanks to you for this mod, and for his support.
King Lemming  [author] 25 Feb, 2018 @ 12:03pm 
Glad you like it!

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.
Cleveland 25 Feb, 2018 @ 12:03pm 
Thanks! Great mod.
King Lemming  [author] 25 Feb, 2018 @ 7:33am 
Updated for 2.0. :)

Tweaked a couple of modifiers to fit with the new FTL system, but these techs actually held up pretty well.
King Lemming  [author] 24 Feb, 2018 @ 6:42pm 
Given the massive changes to FTL in 2.0+, I'm unsure what exactly I will be doing with this. It needs a bit more thought.

Patience please. :)
rubicon66 12 Jun, 2017 @ 3:16pm 
This is AWESOME. Well done, THANKS MUCH!!
WWDragon 19 May, 2017 @ 11:01am 
Yeah. Well I already consider them the best early game.
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?
King Lemming  [author] 19 May, 2017 @ 10:51am 
While that's true, you can get around it pretty easily with some micromanaging. And they have a TON of other advantages. Reducing their charge time just makes them unquestionably the best.
WWDragon 19 May, 2017 @ 10:29am 
Wormholes main problem is charge time.
King Lemming  [author] 19 May, 2017 @ 5:13am 
Alright. I'll get it updated.
zubr3 19 May, 2017 @ 12:13am 
Russian localization (сhange without caps):

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."
zubr3 19 May, 2017 @ 12:11am 
Russian localisation update:

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."
King Lemming  [author] 18 May, 2017 @ 5:02pm 
First content update for this one in a long time - I thought about it a bit and realized that the balance point wasn't where I wanted it to be.

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*.
King Lemming  [author] 12 May, 2017 @ 9:49am 
I sort of prefer Warp myself, just the freedom of it is nice.

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.
San-Kyu 12 May, 2017 @ 9:48am 
I used to use wormholes due to that (for experts) label, but as I started going towards the 200-hours played mark and went through dozens of playthroughs, it kinda got tiring to always build wormholes all the time. Plus hyperlanes kinda make the game more strategic and the player more attentive to spacing.
King Lemming  [author] 12 May, 2017 @ 9:40am 
Yeah, and if I had a way to bring that back as a rare tech, I would. Jumping from mid-system is one of those things that was just fun.

I think the rationale for removing it was that it made them situationally superior to Jump Drives, and Paradox didn't want that.
San-Kyu 12 May, 2017 @ 9:39am 
If I recall hyperlane drives were severly nerfed since their ability to jump without needing for ships to go to the edge of a system was either removed or no longer exclusive to them? This'll work thanks.
Oss|Suncrusher 6 Apr, 2017 @ 11:27pm 
update for 1.5.0??
MangoCobra 17 Mar, 2017 @ 2:26pm 
Any way you could make Wormholes generate faster? Have to wait up to half a year with my big ole' fleet. :<
Nyx (She/Her) 10 Dec, 2016 @ 7:01am 
an alternative would be reducing the rate at which each wormhole charges...there is a value for that.
King Lemming  [author] 10 Dec, 2016 @ 6:34am 
@cleanTechnologist - I don't have a modifier for that unfortunately.
Nyx (She/Her) 9 Dec, 2016 @ 6:23pm 
you could make it increase the cost to run each station with each added wormhole at a rate of 1:2.25
King Lemming  [author] 9 Dec, 2016 @ 1:57pm 
@DarkThoughts - I actually found a modifier in the code that will allow for this. I'm looking at adding Tier IV techs for all 3 FTL types, and the Wormhole one would be +1 Wormhole/Station.

I'm really hesitant to do much beyond that, since it's literally doubling the capability as is. We'll see though. :)
Nyx (She/Her) 7 Dec, 2016 @ 8:01pm 
@Dark Thoughts the Defines file in the main stellaris folder cotains the max number of incoming/outgoing wormholes in it.
Stop Sine 5 Dec, 2016 @ 4:30pm 
I appreciate the quick response and thanks.