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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)
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.
@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.
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.
There's also a few other special things I'm playing with as well.
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
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.
I expect, with the mass of changes that this mod has, it'll take me longer to update than my other ones.
I haven't touched Stellaris in a while, so I haven't yet developed a workaround.
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..
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.
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.
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.
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.
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.
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.
That's fixed in the version I'm uploading now. This also fixes defines.
Tried removing all mods and re-subscribing to only this one as the only mod but it still happens.
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.
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").
What is the point?