Stellaris

Stellaris

Simple Slower Than Light 1.8 [Unsupported]
30 Comments
[Andon]  [author] 3 Mar, 2018 @ 2:15pm 
"Standard" Slower Than Light 2.0 is now up as well: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1319557118
[Andon]  [author] 26 Feb, 2018 @ 4:25pm 
I've posted a version for Stellaris 2.0! You can check that out here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1314782731
[Andon]  [author] 28 Sep, 2017 @ 6:47pm 
Updated to 1.8 - All the defines still functioned as normal.
[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.
Belaaron 24 Aug, 2017 @ 8:41pm 
I was thinking...perhaps the "hyperdrive" version should be explained as the laser method...since it would really require a "highway" of autonomous laser station relays to get any worthwhile velocity out of the concept.

"Wormhole" version could be a large station that slingshots ships to their destination, using gravity to slow down for arrival.

Still doesn't explain how the wormhole ships get back...but whatever.
[Andon]  [author] 25 May, 2017 @ 7:14pm 
200? No, not quite. Much closer to 20.
Shahadem 25 May, 2017 @ 5:40pm 
So with this mod it will take 200 years for my species first interstellar ship to reach the next solar system?
Worthy 25 May, 2017 @ 5:20am 
Exceptional mod, thank you for this! I do feel that, 120 years into the game, as a technocracy with an abundance of research alternatives and still no light speed... maybe it's a little too longwinded? At the rate things are going, no one but the fallen empires will ever get it.
Nevertheless, it really adds a whole new level of playability.

The downside, is that war is (realistically) almost always impractical. If I were to tinker with my own game, I'd maybe lower the sublight time by about a fourth, but I think it gives a good feel of what you were going for as is.
[Andon]  [author] 10 May, 2017 @ 10:36am 
Updated to Stellaris 1.6

I'm not sure if it's possible for ships to mount construction and survey modules.
dude6935 27 Apr, 2017 @ 11:16am 
Have you read "We are legion we are Bob"? It is about a von neumann probe that slowboats from star to star to find resources and replicate in order to defeat its competitor probes. It might make a good slower than light mod. I highly recomend the audiobook. You would have to make it possible for any ship to mount construction and survey modules. You would also want to disable long range sensors.
[Andon]  [author] 24 Apr, 2017 @ 1:50pm 
Would you mind sharing it? That could be a useful thing to include in the mod, "Just in case"
Dahak 23 Apr, 2017 @ 7:17pm 
Yeah, I jumped my speed up for a couple days then dropped it back to normal. In case it happens again I made an event I can trigger (yay console!) that jumps my FTL speed up for 3 days.
[Andon]  [author] 23 Apr, 2017 @ 4:20pm 
Nebula speed is one of the things that can be modified via defines. I'll take a look and see what sort of solution I can make. Stuck ships should never happen.

A solution for now is to start the game up without SSTL, run it for a day or less, and the ship will arrive. Save, close, restart with SSTL and you're good to go.
Dahak 23 Apr, 2017 @ 3:51pm 
Huh, I had actually made the speed faster, but yeah, I'm in a nebula. Well, drat, I guess that ship is just SOL and I gotta scrap it. Hope that doesn't happenwith a fleet!
Pode 23 Apr, 2017 @ 2:01pm 
Yeah that's classic behavior for the FTL speed too slow bug. Do you have any other mods that change nebulas? It may just be that you found an edge case where slower than light is just a hair too slow. Not knowing exactly how it works, I had to guess what'd be fast enough and Andon started working from my guesses.
[Andon]  [author] 23 Apr, 2017 @ 1:31pm 
Hmm. If the FTL speed is too slow, sometimes ships won't arrive. Are you in a nebula? And have you tried reaching the system from a different star?
Dahak 23 Apr, 2017 @ 1:14pm 
Do you ever end up with issues with warp drive not ever actually arriving? I have a system next to my home system that my ships simply cannot reach. They get to the star and just sit there stuck in warp and can't exit.
[Andon]  [author] 16 Apr, 2017 @ 4:19pm 
@Waffenbaum - That sounds like the mod is working just as intended. SSTL makes things incredibly slow, so 948 days seems about the correct length of time for a warp drive at close range.

@ArcAngel-087 OK, but changing it is beyond my scope. Most things are just slower. They CAN be set to follow a fleet of yours sometime, and it's then easy to kite them around, but aside from that it's pretty normal.
ArcAngel-087 16 Apr, 2017 @ 1:22pm 
How does the AI handle the slower speeds? Specificly during wars.
Bobbarækus 15 Apr, 2017 @ 9:13pm 
With SStL enabled on 1.5.1, it currently takes my science vessel 948 days to travel between two systems located next to one another.
I turned off every mod one by one until I found out what was doing it, and it was this one. Then I turned off all other mods and made a new empire to see if I could recreate it, and it did the same thing. So it seems like it isn't compatability problems at least.

Not sure what is causing it, I could have sworn it was working fine before the hotfix.
Red1 15 Apr, 2017 @ 8:56pm 
@Andon: The 1.5.1 update fixed the defines issue!
[Andon]  [author] 7 Apr, 2017 @ 12:32pm 
PDX has confirmed that Defines are currently borked [forum.paradoxplaza.com], but there's a hotfix that should address the issue [forum.paradoxplaza.com]. At the moment, it seems like the hotfix isn't 100% compatible with the old method. As of yet I don't know the new method, so I can't update yet.
Pode 7 Apr, 2017 @ 10:00am 
Pdox has said they're working the defines issue
OrkHorda 7 Apr, 2017 @ 8:53am 
Atm doesn't seem to work. I mean the debris decays in 5 years, and gravity lane drives are just as fast as hyperdrives. Could you please check? It's an awesome mod btw. Thanks a lot for your efforts and work!
[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 @ 10:54am 
Updated to Stellaris v1.5
Sir Humphrey Appleby 21 Feb, 2017 @ 3:16am 
This is a fantastic mod and brilliant in it's execution and simplicity.
Caitqua 16 Feb, 2017 @ 8:57pm 
This is the exact mod that I was thinking of making.

[Andon]  [author] 12 Feb, 2017 @ 2:11am 
One of them tries to remove the longest hyperlanes. Vanilla game files try to remove the top 20% which I have increased to 35%. This should lead to, overall, shorter hyperlanes. If I understand it correctly, it won't remove a lane if it would cause there to be more than 18 jumps to get from one star to another (Vanilla game is 30). I'm not 100% certain on how that one works. The third variable is simply the maximum number of lanes that can form at any one star. Vanilla only allows three, which I've increased to five.
ChesedNeb 11 Feb, 2017 @ 10:31pm 
Could you describe what exactly the HYPERLANE_GEN variables affect in detail.