Stellaris

Stellaris

FTL Redefined
 This topic has been pinned, so it's probably important
Jaysus273  [developer] 17 Mar @ 1:29am
Feedback & Suggestions
Feel free to put any feedback or wild ideas you have here! I’m happy to (and plan to!) extend the scope of the mod beyond just hyperdrive changes.
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Showing 1-5 of 5 comments
Jaysus273  [developer] 23 Mar @ 7:45am 
My current personal ideas:
  • Add ship mountable FTL inhibitors (larger ships only, costly/high power and very high upkeep)
    - Possibly a system where the more inhibitors there are in a system (stacking inhibitor ships), the more an enemy jump drive range in the system is lowered by?
    - This'd give a very expensive way to defend critical systems, forcing conflict to progress or escape. Need feedback on this one

  • Make enemy FTL Inhibitors make it take longer to escape the system the way you came - 5x slower? Will have to be playtested, also need feedback on this one

  • In system jumps! This'd be on a timer per ship/ fleet, essentially able to instantly travel to your targeted destination inside the system you're in
    - Might limit this to the micro wormhole drive + jump drives, but on the other hand it'd be more useful early on...
    Not currently possible, but maybe if future vanilla updates add the right functions

  • Add travel time to eager explorers subspace drive (and possibly far shorter travel times for the jump drive) now that I found a workaround for it

  • Modify hyper relays to have a long initial windup but instant travel time - funnily enough this'd require duplication of structures and path-finding changes so this is a low priority atm just based on complexity

  • Implement bio drive capability with the mod Done!
  • Add unique flavour text to all hyperdrives, vanilla included - current text is the same for every tier and quite dull Done!
  • Increase the AI's preference to research hyperdrive tech, speed = good Done!
  • Make the drive tooltips automatically update values instead of being hard coded. Done!
  • Check if I can add custom sfx/vfx for the micro wormhole drive, that'd be fun Done!
  • REWRITE MOD LOGIC TO NOT NEED TO OVERWRITE HYPERDRIVES - I think I know how to do this now. Very high priority, this would basically solve all current and future compatibility issues Done!
Last edited by Jaysus273; 7 Apr @ 5:25pm
Can you make a compatibility patch for additional vanilla components? According to the description, the two mods won't crash or anything, but additional vanilla components adds new hyper drive and jump drive tiers that would be unbalanced while using your mod. :)
Jaysus273  [developer] 13 Apr @ 5:27am 
Originally posted by Pietrooperv:
Can you make a compatibility patch for additional vanilla components? According to the description, the two mods won't crash or anything, but additional vanilla components adds new hyper drive and jump drive tiers that would be unbalanced while using your mod. :)

Definitely - give me a few days cause I'm having med issues and can't focus well atm, but this'll come as an update to this mod with no extra mods needed for compatibility.
PLMMJ 23 Apr @ 6:53pm 
There was some other mod out there that reworked hyperdrives to take more time in between systems instead of spending an unholy amount of time waiting at the edge - I think something similar is appropriate here considering just how long the first drives have you spend in hyperlanes
Jaysus273  [developer] 24 Apr @ 6:28am 
Originally posted by PLMMJ:
There was some other mod out there that reworked hyperdrives to take more time in between systems instead of spending an unholy amount of time waiting at the edge - I think something similar is appropriate here considering just how long the first drives have you spend in hyperlanes
I've already reduced the windup time from 15 days to 10 for hyperdrive 1, and this amount of time was factored into the hyperlane time when I was balancing the drive speeds.

Do you happen to know the name of that mod? I searched a lot but couldn't find a mod that does anything similar to this one.
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