Stellaris

Stellaris

Slower Than Light 1.8 [Unsupported]
[Andon]  [developer] 20 Nov, 2017 @ 7:52pm
Cherryh Update Re-Work thoughts
As mentioned in Dev Diary 92[forum.paradoxplaza.com], FTL is going to be completely changing in the Cherryh update. For the most part, things will make a lot more sense and work a lot better. The new borders, for one, will fit STL perfectly.

Interstellar Travel

For STL, I plan on keeping the Hyperlanes. It's the easiest plan from a number of perspectives, and can be handwaved in a number of ways. The Dev Diary mentioned natural wormholes and gateways - Natural Wormholes I won't touch, but I do intend on removing the ability to build Gateways. However! I want to leave the Gateways in, as they will make things interesting, especially if they can be destroyed. As with existing STL, I plan on removing Jump Drives and Psi Jump Drives, but instead of removing them entirely I want to turn them into an unbound warp system. If Paradox leaves in the current Warp Drive FTL functionality for modders to use, it'll function in that manner.

Sensors

In that dev diary, the functionality of sensors was touched upon, and STL will hack at this a bit. Sensors will only ever give you knowledge of the system you're currently in. If you want to watch a system, you'll need picket ships. Better sensors will bring better tracking, just like they do normally.

Sublight and In-System Adjustments
I also want to toy with another idea I had, and that is cutting in-system sublight travel speeds down by a lot. In order to do this, though, a few other things would need to be changed. Weapon ranges would need to be cut a lot, as would fleet engagement range (Unless that's linked to weapon range, which it probably is). I'm also considering incredibly short windup/winddown times as it doesn't really make a lot of sense for slower-than-light drives.

Odds are, I'll be re-building most of this mod from the ground up, so it is highly unlikely that it will be finished soon after the Cherryh update hits.

I'll keep this thread updated with thoughts as I have them. Let me know if there's things you'd like to see in the new version.
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[Andon]  [developer] 18 Feb, 2018 @ 10:53pm 
Now that we have the Patch Notes[forum.paradoxplaza.com] I've done a bit more thinking.

Interstellar travel will be largely as above. Allowing Gateways to be built depends largely on how easy they are to build. They are classified as a megastructure, so they're not going to be anything early. As far as Jump Drives/Psi Jump drives go, I'll likely leave them as default, but perhaps with a significantly longer delay. If they have left in the traditional "Warp" drive as something that can be used by mods, I may also allow use of that as a special technology. I'm not going to do too much thinking about that, since I doubt they've left it in an easily usable state.

Sensors will, as mentioned, be reduced to single-system visibility. They'll provide other bonuses, just like they normally do, but that's about it. The difference will be the Sensor Array, seeing as that's its entire purpose. I don't know if I'll let it keep galaxy-wide vision or not, but it'll definitely be a big boost.

In-System speed will likely not be touched. It would involve a lot of changes to things that I don't feel should be changed in this mods. Plus, it would mean mods that have done more and better alterations to ship combat would be incompatible.

Fleets and Stations:
Keeping fleets scattered about your territories is significantly more important when you have a slower-than-light empire. To that end, the easiest way to force AI to have more fleets is to lower the Fleet Command Limit. Without knowing what sort of numbers Cherryh will have, I can't say how I'll change this, but I'd like to see many small fleets. I also don't want to have to go and change every single thing that affects Fleet Command Limit, so I won't make them too small.

Starbases will have to be looked at. I want a station to be capable of being a significant deterrent. This depends largely on how fleets end up, but I'm expecting that they'll end up stronger than vanilla. The easiest way to do this will likely be to allow more of the defensive platforms that they can build. I'm also considering increasing the starbase capacity to allow more defenses to be built up.

Ground Combat:
Without seeing exact numbers, it's hard to say what I want to do with ground combat. But the re-work allows for significant flexibility.

Space Combat:
If I can swing it easily, I want to reduce the "Fleeing ship" possibility at the end of combat. I don't want to eliminate it, but ships can't simply "Emergency Jump" since FTL doesn't exist in this mod.

Galactic Terrain:
As it sits, Nebulas would not have any effect on STL since I already plan on reducing sensor range. I want to do something else with them, but I'm not sure what. Depending on how it interacts with the Sensor Array, I may leave the effect in, though.

A second concept that I had would be to make Black Holes inescapable, but without a way to tell the AI that they should be avoided, it would be super easy to lure AI fleets into a black hole and just let them sit there forever.

In Conclusion...
I have a few other vauge concepts and thoughts, but I want to see how the game actually works first. I wouldn't mind making a few new civics and/or traits that would fit.
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