Stellaris

Stellaris

Advanced Jump Drives Reloaded (3.10+)
NightWarrior  [developer] 1 Apr, 2020 @ 4:50am
New feature suggestion
If you have any ideas for new features/changes to the mod, here is the place to write them down.
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Showing 1-14 of 14 comments
Fiiral 3 Apr, 2020 @ 2:33pm 
What about Jumpdrive/Hyperdrive Amplifers which reduce jump time or debuff time?
NightWarrior  [developer] 3 Apr, 2020 @ 2:49pm 
Originally posted by Fiiral:
What about Jumpdrive/Hyperdrive Amplifers which reduce jump time or debuff time?
Good idea, I will add this in the next patch. Probably in the 2.7 May update since I don't want to mess up everyone's save games.
Last edited by NightWarrior; 3 Apr, 2020 @ 2:50pm
Zaela Zhezzaia 5 Apr, 2020 @ 5:18am 
Could we get jumps drives that work like 1.9 jumps drives and not have them use hyperspace lanes?
NightWarrior  [developer] 5 Apr, 2020 @ 5:40am 
Originally posted by Vela Zhezzaia:
Could we get jumps drives that work like 1.9 jumps drives and not have them use hyperspace lanes?
It should be possible, however, it would unbalance the game significantly since the whole idea of the 2.0 patch was to make warfare more strategical in terms of army movements and space station placement. As you can probably imagine jumping wherever you want gives you a significant advantage since you can ignore well defended space stations and armies. I can look into it if many people are requesting it and create a separate mod that does it, but as how things are right now I haven't planned on implementing it. It is possible for sure, though.
Zaela Zhezzaia 5 Apr, 2020 @ 6:00am 
Originally posted by NightWarrior:
Originally posted by Vela Zhezzaia:
Could we get jumps drives that work like 1.9 jumps drives and not have them use hyperspace lanes?
It should be possible, however, it would unbalance the game significantly since the whole idea of the 2.0 patch was to make warfare more strategical in terms of army movements and space station placement. As you can probably imagine jumping wherever you want gives you a significant advantage since you can ignore well defended space stations and armies. I can look into it if many people are requesting it and create a separate mod that does it, but as how things are right now I haven't planned on implementing it. It is possible for sure, though.


Well let me counter argue that this is not unbalance. As this is a late game dangerous rare tech. By time you get jump drives. That whole strategical part of the game is useless. As you can get fleets far more powerful then any station can be.

I can already break the current station system with corvettes. Sense you can load them with missiles and sit them outside of a station range. Have a few point defense for that one missile the station will fire at you.

This goes double when you can load a battleship up with torps that only take a large slot. Same goes with Battleships with strike craft stuff. Honestly you can spam death on the AI so easy late game. That you just start snowballing without jump drives.

I mean I normally get my jump drive tech from the fallen empire I have just conquered.

I found 2.0 made the game less strategical. As you just no longer build stations on your planets that you want to protect. 1.9 when you went to war. You could not see the enemy planets and you have to seek and destroy. While 2.0 any time there a colonised planet. It shows up as a station market. Even if you have not upgraded it. It still shows the location of all colonize planets. Screaming. "over here. I painted a big X on the map where your Colossus needs to be taken."
Zaela Zhezzaia 5 Apr, 2020 @ 6:04am 
Also maybe if you do go with the 1.9 jump drive play style. You can always just upload it as a second file. So we can chose to do normal 2.6 jump drives or download the other mod that makes it play as 1.9 jump drive. Always nice to have options and chose in the matter.
NightWarrior  [developer] 5 Apr, 2020 @ 6:04am 
Originally posted by Vela Zhezzaia:
Originally posted by NightWarrior:
It should be possible, however, it would unbalance the game significantly since the whole idea of the 2.0 patch was to make warfare more strategical in terms of army movements and space station placement. As you can probably imagine jumping wherever you want gives you a significant advantage since you can ignore well defended space stations and armies. I can look into it if many people are requesting it and create a separate mod that does it, but as how things are right now I haven't planned on implementing it. It is possible for sure, though.


Well let me counter argue that this is not unbalance. As this is a late game dangerous rare tech. By time you get jump drives. That whole strategical part of the game is useless. As you can get fleets far more powerful then any station can be.

I can already break the current station system with corvettes. Sense you can load them with missiles and sit them outside of a station range. Have a few point defense for that one missile the station will fire at you.

This goes double when you can load a battleship up with torps that only take a large slot. Same goes with Battleships with strike craft stuff. Honestly you can spam death on the AI so easy late game. That you just start snowballing without jump drives.

I mean I normally get my jump drive tech from the fallen empire I have just conquered.

I found 2.0 made the game less strategical. As you just no longer build stations on your planets that you want to protect. 1.9 when you went to war. You could not see the enemy planets and you have to seek and destroy. While 2.0 any time there a colonised planet. It shows up as a station market. Even if you have not upgraded it. It still shows the location of all colonize planets. Screaming. "over here. I painted a big X on the map where your Colossus needs to be taken."
I can see where you come from. I will think about it. After all an alternative version of the mod that does this is not an issue since whoever likes your idea can use the other mod and whoever doesn't can use this one. I have to think of a way of implementing this or look at old code for reference since I am new to modding and I can't think about how to do it on the top of my head but I will definitely look into it for the 2.7 May update.
Zaela Zhezzaia 5 Apr, 2020 @ 6:21am 
Thank you. Sorry for the long post. I just wanted to share my feelings on why I do not like the changes to the jump drive system. It like ok. I can deal with the hyperspace lanes only ftl in the early/mid game. Yet because jump drives are a rare tech you can only get so late in the game or from reverse engineering them from fallen empire. I do not feel you should still use the hyperspace lanes once you put them on your ship.

I still do not understand why they change them to begin with. It felt like a silly change. By time you have them. You are blowing up stations in half a second.

If there anything I can do to help. Let me know. Though I do not know how to mod. I should watch some guides on how to make mods for Stellaris.
NightWarrior  [developer] 5 Apr, 2020 @ 6:40am 
Originally posted by Vela Zhezzaia:
Thank you. Sorry for the long post. I just wanted to share my feelings on why I do not like the changes to the jump drive system. It like ok. I can deal with the hyperspace lanes only ftl in the early/mid game. Yet because jump drives are a rare tech you can only get so late in the game or from reverse engineering them from fallen empire. I do not feel you should still use the hyperspace lanes once you put them on your ship.

I still do not understand why they change them to begin with. It felt like a silly change. By time you have them. You are blowing up stations in half a second.

If there anything I can do to help. Let me know. Though I do not know how to mod. I should watch some guides on how to make mods for Stellaris.
I don't think there are any guides. There is the modding wiki which is very helpful and you basically look at the base game code and other modders' code and that is how you learn. It's a lot easier if you have programming experience with real programming languages, then everything makes lot more sense to you but other than that there is no other way to learn. You just look at the code you already have to you and experiment with it or figure out how it works.
Zaela Zhezzaia 5 Apr, 2020 @ 8:31am 
Originally posted by NightWarrior:
Originally posted by Vela Zhezzaia:
Thank you. Sorry for the long post. I just wanted to share my feelings on why I do not like the changes to the jump drive system. It like ok. I can deal with the hyperspace lanes only ftl in the early/mid game. Yet because jump drives are a rare tech you can only get so late in the game or from reverse engineering them from fallen empire. I do not feel you should still use the hyperspace lanes once you put them on your ship.

I still do not understand why they change them to begin with. It felt like a silly change. By time you have them. You are blowing up stations in half a second.

If there anything I can do to help. Let me know. Though I do not know how to mod. I should watch some guides on how to make mods for Stellaris.
I don't think there are any guides. There is the modding wiki which is very helpful and you basically look at the base game code and other modders' code and that is how you learn. It's a lot easier if you have programming experience with real programming languages, then everything makes lot more sense to you but other than that there is no other way to learn. You just look at the code you already have to you and experiment with it or figure out how it works.


Oof I have not programmed in over a decade. Wonder what code they are using. If I am lucky the game is in C++ or C sharp.
NightWarrior  [developer] 5 Apr, 2020 @ 8:36am 
Originally posted by Vela Zhezzaia:
Originally posted by NightWarrior:
I don't think there are any guides. There is the modding wiki which is very helpful and you basically look at the base game code and other modders' code and that is how you learn. It's a lot easier if you have programming experience with real programming languages, then everything makes lot more sense to you but other than that there is no other way to learn. You just look at the code you already have to you and experiment with it or figure out how it works.


Oof I have not programmed in over a decade. Wonder what code they are using. If I am lucky the game is in C++ or C sharp.
Nah They are using their own scripting language which is very simplified and people who have never written any code can learn it quite easily. At the same time you are limited to mod only what they let you. It's not like in minecraft for example where you can mod whatever you want. Luckily, many of the things in stellaris are moddable, I would even say even quite many of the things are moddable, but then again you can only mod whatever they let you.
Zaela Zhezzaia 5 Apr, 2020 @ 8:53am 
Thanks for the info. Sorry for high jacking New feature suggestion post.
Valar 16 Feb, 2024 @ 6:57pm 
I've been playing a lot of Star Trek mods, and the lanes annoy me very much. I'm a web developer and have been wanting to start modding. Do you think that, given the limitations, it is possible to mod the game so everyone has jump drive?
NightWarrior  [developer] 17 Apr, 2024 @ 5:17am 
@Valar, yes of course it is possible.
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