Stellaris

Stellaris

Slower Than Light 1.8 [Unsupported]
129 Comments
[Andon]  [author] 3 Mar, 2018 @ 2:15pm 
I've finished the initial pass at Slower Than Light 2.0 - It can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1319557118
[Andon]  [author] 26 Feb, 2018 @ 4:26pm 
Still working on STL 2.0, but in the meantime, Simple Slower Than Light 2.0 is out! You can check it out here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1314782731
[Andon]  [author] 25 Feb, 2018 @ 6:21pm 
@LightningJC - In this version of Slower Than Light (And STL 2.0), there's a monthly event that hits every ship and gives them a speed boost to "fix" the never reaching destination issue. This version might end up with ships stuck if there's a nebula around or if there's any other FTL speed debuff, but I never experienced it in my own testing. Stellaris 2.0 seems to have removed the FTL speed reduction in nebulas, but I'm not 100% certain.
LightningCutey 25 Feb, 2018 @ 2:02am 
Catmaster Colin, it is not... if you count their slower than light drives due to changes... probably would require a patch... for the person who makes primitive players to reduce the cooldown stuff so rather than 300 years... it would go down to 30-60

Also due to the fact of slower than light making warp slower there is a good chance that a fleet will just never reach its destination(and be stuck in the galactic map, minor annoyance)
[Andon]  [author] 18 Feb, 2018 @ 10:20pm 
Sorry I've been away for ages. With Cherryh arriving later this week, I want to let everyone know where I stand on things.

This particular mod will not be updated further. Due to the simply massive changes in Cherryh, I'll be uploading Slower Than Light (Cherryh Edition) as a separate mod. I'm going to be going through and updating the Re-work thoughts now that we have the change log. I will, of course, put links here to the new mod.

It may take some time for me to get something workable together. I promise no time frame.
Yarkus 14 Jan, 2018 @ 10:00am 
Si this compatible with the Primitive Players mod?
Benevolent Psychopomp 30 Nov, 2017 @ 6:50am 
I seem to have a issue where a ship or fleet gets stuck just outside a system, staying trapped on the "galaxy" map
[Andon]  [author] 20 Nov, 2017 @ 7:33pm 
@gordon519 The wormhole equivalent will have a long windup time without a wormhole station in the system that it's leaving.

@Reddichpflanzer The only localization overrides I did was for English, as I don't speak any other languages. The easiest way to tell (Outside of super-slow interstellar speeds) is to start a game with Warp Drives. The Warp Drive research will be in the Engineering tree, instead of the Physics tree.
gordon519 18 Nov, 2017 @ 4:51pm 
@[Andon] The wormhole equivelant seems to be unusable
Reddichpflanzer 18 Nov, 2017 @ 4:38pm 
All ship, which I can create in the ship designer have "Warp Antrieb I" (german game).
Reddichpflanzer 18 Nov, 2017 @ 4:36pm 
Where I can see if the mod is started right? I think there´s everthing wrong.
Chill & Thrill 6 Nov, 2017 @ 2:02pm 
hey nice mod dude
[Andon]  [author] 2 Nov, 2017 @ 11:13am 
Alright, so the latest Dev Diary says that Warp Drives are being killed off. And so are wormhole drives, to an extent.

This means that I'm going to have to completely re-do Slower Than Light once 1.9 comes out, regardless of what they leave in the code for modders to use.

Don't expect another update anytime soon. Not only do I have a lot of other things on my plate, I don't want to spend oodles of time on something that will need to be completely torn apart and rebuilt in a few months' time.
[Andon]  [author] 18 Oct, 2017 @ 5:44pm 
@Joren I plan on it. The first numbers were just a guess. I'm working on making speeds more like how they were earlier, but that's going to take a few iterations.

There's also a few other special things I'm playing with as well.
Laggfestttt 18 Oct, 2017 @ 12:51pm 
can you make first step of FTL slower?now on beamed light it's about 9 months to other solar system. Can you make it 5-10 years and second step half of that?
[Andon]  [author] 7 Oct, 2017 @ 3:14pm 
Significantly less of this broke than I expected.

Additionally, I spent a good bit of time figuring out a monthly event that'll increase all ships' interstellar speed for a day, allowing them to jump into systems even when the interstellar speed is much lower. So no more windup/winddown shenanigans!

As a consequence to how Wormholes/Beamed Light works, this change would have put them at a significant disadvantage (Since their fleets would sit about doing "nothing" and could be pulled into combat). I figured out a define that not only disallows their selection in the empire designer, but also works to prevent AI empires from spawning with Wormhole/Beamed Light travel.

I'll be experimenting to see what sort of things I can implement to make an FTL system that uses "Interstellar Travel" but still follows the theme of Wormholes/Beamed Light
[Andon]  [author] 28 Sep, 2017 @ 6:49pm 
I still haven't had a chance to test this to see what broke. I'm expecting a bit, as it's an extensive mod and crisises were changed in 1.8.

I'm not going to give an ETA on this because I don't know how long it will take. I'm going to fix up Deadly Bombardment first as it should be a lot easier to take care of. Then I'll move on to this.
[Andon]  [author] 21 Sep, 2017 @ 12:35pm 
I haven't tested this for 1.8. I'll be doing that this weekend, and updating as needed.

I expect, with the mass of changes that this mod has, it'll take me longer to update than my other ones.
[Andon]  [author] 11 Sep, 2017 @ 7:54pm 
@forrestaubrey At the moment, if travel speed is any slower than it currently is, ships never actually arrive at their destination star. They sit in 'FTL' forever.

I haven't touched Stellaris in a while, so I haven't yet developed a workaround.
Yuuzang 10 Sep, 2017 @ 12:31am 
is it possible to speed up the initail activation of the stl but slow down the travel speed? I dont mind the overall time but i think it should be the transit itself that takes the time not the getting to the transit. Kinda like the impeller drives from david webers honorverse books.
[Andon]  [author] 5 Sep, 2017 @ 1:51pm 
There's a number of ways to use light-based drives. A handful of them use the incoming light to heat/expand the propellant, which can be directed in any direction. Even the ones that are, essentially, giant sails have methods of 'Sailing into the wind' so to speak. I just don't remember the specifics at this time.
Kepos 4 Sep, 2017 @ 8:57am 
Interesting idea, but 'Beamed Light Drives' may get a problem with how to come back...if I'd follow your description. Playing a lot of my games with some kind of roleplay, this part would be unfitting. Any idea?
[Andon]  [author] 27 Jun, 2017 @ 1:46pm 
I honestly haven't touched anything with Stellaris for a while now. I'd need to look into a once-a-month triggered event, but I'm not that great a scripter and have almost no idea on where to start for that.
sams 26 Jun, 2017 @ 6:47pm 
Wow just found this mod - exactly what I have been looking for! Any chance on seeing the slower FTL problem fixed?
[Andon]  [author] 23 May, 2017 @ 8:58pm 
@MightNight I think it'd be simpler and easier to have it trigger once, maybe once per empire, than once per ship/fleet. Especially late game, when there are a lot of ships and fleets moving around.

Honestly, once a month seems a bit high. It IS "Slower than light" so an extra month or so isn't going to be a terribly big deal. Maybe once every 3 or 4 months..
Belaaron 23 May, 2017 @ 7:50pm 
One way or another, hopefully someone makes a version where it takes the proper number of years to travel by such methods.
MightNight 23 May, 2017 @ 2:35pm 
Yeah that is what I meant with it breaks things. Interesting concept you have there...perhaps attach a trigger when it reaches 1 day remaining to arrival in order to activate
[Andon]  [author] 23 May, 2017 @ 1:50pm 
Slower FTL speeds do work... 90% of the way. What happens is ships get "stuck" at their destination and never actually enter the system.

What I'm considering is setting the FTL speeds to extra-slow and somehow setting up a minor scripted effect that fires once a month for something like a day and sets the FTL speed to a higher level to where ships will arrive.

I've not meddled with such scripted effects yet, nor am I certain it will work, but that's the concept I'll be working on.
MightNight 23 May, 2017 @ 5:56am 
The max interstellar speed multiplier we can input is -0.75: everything above that amount breaks things. All FTL modders wish the devs would fix that issue, but they didn't yet. If they would also add more variables for us to work with, it would open even the possibilities of new FTL methods
Belaaron 22 May, 2017 @ 6:58pm 
Someone else working on one of the similar mods to this mentioned the same thing. I knew what the MIA mechanic already does, but wasn't sure if the devs had set it up such that it could be altered in that way.

I remembered someone saying the slower speeds were not feasible, and unless they changed something in 1.6.x, I don't know that that will be any different now. Hopefully so.

The wind-up/down times are primarily what's keeping me from using any STL type mods. I just can't stand them. Otherwise, they all seem to be pretty great in their own ways.
[Andon]  [author] 22 May, 2017 @ 6:11pm 
I'll agree, the windup/winddown times are absolutely wretched. That said, I'm fairly sure the MIA mechanic can't be used like you've said. Triggering it on demand is not something I've looked into, but it seems that when things go MIA, they appear in the closest colonized system of yours from where they disappeared. Pretty much the exact opposite of what would be wanted.

I'd like to try and see if I can get the actual slower ship FTL speeds to work. I've got an idea, but I'm not 100% sure on how I'll go about it. I also don't have a load of spare time recently, so Stellaris modding has been put on the back burner for the most part.
Belaaron 22 May, 2017 @ 3:41pm 
So, I'm not a modder or coder...and as such this may be pointless...

But I really really hate these wind-up/down times. They really kill the game for me.

Is it at all possible to make use of the MIA ship mechanic to replace the wind-up/down times? Instead of sitting there doing nothing for ages and then weirdly being instantly popped across the void...they instantly disappear, and reappear in the new system years later.
[Andon]  [author] 10 May, 2017 @ 11:04am 
Updated to 1.6.

I haven't touched anything with Science Ships. I need to go through and fiddle with the Unbidden anyway, since the tech changes in 1.5 made calling them almost impossible.
[Andon]  [author] 4 May, 2017 @ 9:47am 
I've seen a few things previously for science ships. Not sure about constructors.

I know the mod will need updating for 1.6, so I'll take a look and see if there's anything I can do for that update.
Ricky4Eyes 2 May, 2017 @ 9:13am 
Really enjoying this mod, it's revitalised the game for me. I haven't gotten too far into any games yet to see how the AI handles things, but from having an 'observe' on two games about 50-100 years in I suspect the AI might be suffering from having too few science ships and constructors (as you note, more are necessary for success with this mod). Perhaps there is a way to encourage the AI to build more? I'm looking for a way to do this myself, despite little modding experience, but I thought I'd raise it here as an observation.

<blank> 13 Apr, 2017 @ 6:00am 
thanks andon!
[Andon]  [author] 12 Apr, 2017 @ 5:50pm 
Blank events is due to the guardian_events.txt file being updated in the base game (And not in STL).

That's fixed in the version I'm uploading now. This also fixes defines.
<blank> 12 Apr, 2017 @ 11:28am 
same
CreepyD 11 Apr, 2017 @ 11:54am 
I also get 2 blank events per day using 1.5.1 beta.
Tried removing all mods and re-subscribing to only this one as the only mod but it still happens.
BluSkyBun 11 Apr, 2017 @ 6:39am 
While you still need to make those Define changes, 1.5 has a problem of not applying any changes to Defines. if your mod uses Defines, people will have to use the public beta (1.5.1) to use it. just a heads up.
[Andon]  [author] 10 Apr, 2017 @ 6:27pm 
I'll hopefully have the time tomorrow to fix up the mod with the new Defines method. I am thinking that's the likely cause of the issue
<blank> 10 Apr, 2017 @ 12:00pm 
got thwe same problem like genobee
GENOBEESRAGE 10 Apr, 2017 @ 1:50am 
this causes empty messages to pop up every few seconds when playing... i oonly have 1020 ui overhaul installed
[Andon]  [author] 7 Apr, 2017 @ 8:05pm 
It's not quite true STL, since ranges in game are more or less arbitrary. It takes a while to get places, yes, but not hundreds of years. Range limits on drives prevent this anyway. Also, you're not exactly sitting around doing nothing - Building up your colonies takes a bit more focus, as does research and probably Unity now too.

I find it a bit relaxing to be able to sit back and not have to worry about micromanaging everything. Send a ship off, and it'll arrive eventually. Do other things in the meantime. It also changes the tactics you need to use, since you can't simply chase down an enemy fleet easily.
TurtleShroom 7 Apr, 2017 @ 6:39pm 
@Pode

I wasn't trying to say that you were having the "wrong" kind of fun. If this blows your skirt up, more power to you.

I just don't understand what is fun about sitting around doing nothing for four game years to reach Alpha Centauri, or a hundred game years to reace Beltequese (pronounced "beetle juice").
[Andon]  [author] 6 Apr, 2017 @ 1:33pm 
There may be issues with Defines. I'm investigating, but it may be a bit.
[Andon]  [author] 6 Apr, 2017 @ 11:35am 
Mod updated to be 1.5 compatible.
Pode 31 Mar, 2017 @ 11:51am 
The point is that ships require many years to get to another star, with all the preplanning and risk of surprises that entails. If that doesn't sound like fun to you, check out a different mod, no need to come tell us that we're having wrongfun you don't approve of.
TurtleShroom 31 Mar, 2017 @ 11:37am 
If ships can only go at light speed, that would mean they would require many game years to get to another star. (For example, the closest RL star to the sun is Alpha Centauri, which is four light years away.)

What is the point?
[Andon]  [author] 4 Mar, 2017 @ 7:01pm 
Was just an example. Even when I had the "Jump Drives" as true, but slow, FTL I was able to lead their fleets around with two fleets maybe a third of the size, total, of their fleet strength (I also had Jump Drives). I was able to kill both parties in a War in Heaven, along with the Unbidden, just by making sure their fleets were chasing after a dummy. This is made even worse when you have Jump Drives and the enemy has regular STL drives.