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Defines:
Under NEconomy:
- COLONY_SHIP_MAINTENANCE has been reduced to 1 energy.
- Science Ship and Construction Ship Maintenance has been set at 0 energy. Many will be needed!
Under NGameplay:- Shipyard Reinforce Distance set to 1, to enforce pulling reinforcements from the same star. Otherwise, they take forever to arrive.
- Debris Timeout increased to 18000 days, or 50 years. Hyperlane travel is pretty slow to begin with, and FTL simply doesn't help with that.
Under NShip:Events:
Added stl_events, using the stl namespace.
stl.1 is the monthly-firing event that grants the stl_arrival modifier to ships/fleets.
stl.901 is the Console-triggered-only event to pull ships into systems in case they get stuck.
On Actions:
Added stl_on_actions, which adds stl.1 to the on_monthly_pulse action.
Static Modifiers:
Added stl_modifiers, which adds the stl_arrival modifier, which is simply a 30x FTL speed boost and triggered by stl.1. Also adds the stl_force_arrival modifier, which is a 50x FTL speed boost triggered by stl.901
Localisations:
Added stl_l_english - This should overwrite a significant number of FTL-based strings in a number of files. These files are listed in stl_l_english
SSTL v2 is a complete re-build to go alongside the release of Stellaris 2.0 - However, the version number being equal to the Stellaris version number is something that lined up. For ease of understanding, here's how SSTL's version numbers work:
The Version Number is broken down into three portions: Base, Update, and Revision. The Version Number as of this writing is 2.0.0
Base number, in this case 2, indicates a massive change. This will typically only change if the mod needs to be remade from the ground up (As with Stellaris 2.0). It is also numerically unrelated to the Update number - While an increase in Base number will reset the Update (And thus also Revision) number, Update numbers will not increase Base numbers. IE, the next update after 2.9.x won't push the version to 3.0.0 - It'd simply be 2.10.0.
Update number, in this case 0, indicates that new features have been added, or a significant change has been enacted in how a feature works. As mentioned above, they're not numerically bound to any other number - A new update will simply reset the Revision number and increase the Update number by 1. It's likely that Updates will reach double digits, so long as Stellaris updates keep the same general compatibility, and theoretically possible they'll reach triple digits. With Stellaris updates being what they are it is more likely that the mod would need to be rebuilt before that amount of time will pass.
Revision number, in this case 0, indicates a small change - Often, bugfixes or balance changes. They function largely like Update numbers - Simply increasing. They reset when a new update is pushed. If a revision is minor, then a minor Revision "number" is added at the end - Except it's a letter instead of a number. These minor revisions are for things like typos and other errors that shouldn't affect the game much. These will start with "a" and progress through the alphabet until the next time the Revision number is updated.
If all of this looks familiar, that's because it is! It's generally the same update method that Paradox uses for Stellaris, and that I've seen used a few other places. It's a solid system, so it's being used here, too.
As the mod plays with the core game mechanics, there will need to be some "Un-break" events that will be manually triggered via the console's "event" command. As part of keeping things organized, Slower Than Light and Simple Slower Than Light will share events as much as possible and events will have the same numbering across both mods. All manual-only events will be in the 900s for ease of organization.
Current Manual Events: