Stellaris

Stellaris

Advanced FTL
35 Comments
darlf Mar 31, 2023 @ 5:18pm 
yes meyby if it change inhibitors, give thme range wrok like protect bouble who tell you, you go into this systme and kill me or ignroe this whole system cluster
Ro Jan 31, 2023 @ 5:44pm 
I like the mod but unless there's a way to bypass FTL inhibitors it will be impossible to take certain systems.
starfirejordan Oct 9, 2021 @ 3:30pm 
to make it more of a "warp drive" you should try to make it less restrictive. because i have had to deal with Jump-drive inhibitors. which doesnt make much does now does it. so if you update it at some point if at all. make it immune to that effect
ChocolateZajec Sep 17, 2021 @ 7:58am 
Does AI know how to use it?
John McCreedy Sep 7, 2021 @ 4:41pm 
The problem with this mod is that by the time you get Hyper Drive II and have enough unity for the associated ascension perk, you're really not that far away from Jump Drives, and if you chose a Psionic path you probably already have Psi Jump Drives at this point (it's fairly easy to get). It would be much better if this was made a starting tech like it was originally. It's hardly going to unbalance the game if the range is limited to your average hyperdrive lane.
billymom2 Sep 1, 2021 @ 11:03pm 
Author i am sure there a version floating about with warp drive coding specifics tho i doubt anyone willing to put in the effort to fine the code and bring it up to standard
QueenThicctoria Jul 9, 2021 @ 11:38am 
Oh god I'm an Idiot ! Thank you so much :)
Anthro  [author] Jul 9, 2021 @ 11:37am 
@ImperialMirror you click on the "jump" button in fleet view and then select a star within range. Refer to 1st mod picture.
QueenThicctoria Jul 9, 2021 @ 11:32am 
Yeah, I had both Hyper Drives III and the ascension perk and upgraded my ships to have the warp drive. When I select a fleet and right click a system to send them too, I just have a red X on that system and the fleet doesn't move. In the old days of the game I never used the Jump Drives, I was always a warp guy lmao

I feel like an idiot asking but how do the jump drives work then?
Anthro  [author] Jul 8, 2021 @ 10:51pm 
@ImperialMirror read the mod description please :D
QueenThicctoria Jul 8, 2021 @ 2:49pm 
I wish this mod would have worked... I miss warp drives.

I added the drives to my ships but then the ships were unable to leave the system. Did I do something wrong?
FrozenParagon Jun 15, 2021 @ 6:00pm 
No looking a gift horse in the butt while riding it. at least stop playing paradox games completely while bitching about them.

I suppose st horizons is doing warp drive by reducing hyperlane speeds and making them invisible and maximizing hyperlane density?
James Fire Jun 12, 2021 @ 12:44pm 
There is no call for personal insults, no matter your feelings.
Commissar BS Jun 12, 2021 @ 12:38pm 
Still annoyed at Paradox for pulling that crap. Make an option to disable it for or something, but removing it entirely? Arrogance and stupidity. Not exactly surprising when you look at the staff of Paradox I suppose.
ПТИЦ Jun 2, 2021 @ 7:45am 
AI uses it?
Space_Void May 29, 2021 @ 11:35am 
@paulo Yeah a defensive approach to wars in Stellaris doesn't work as well as you think.
Mikara May 29, 2021 @ 11:19am 
@lukaz, Balance reasons, just keeping them couldn't improve the tactical and QOL stuff. I miss them but do not want them back base game.
LuKaZ May 29, 2021 @ 10:50am 
Warp is back, we just now need wormhole stations back! Never understood why devs took out the variety of FTL, it adds so much!
James Fire May 27, 2021 @ 11:11pm 
I'd love to use warp drives that aren't a PITA with a lot of micro. Having to tell each fleet to jump for every system is not my idea of fun.

If you want that, more power to you, but at least be honest about what this is.
Mythomaniac Gremlin May 27, 2021 @ 7:18pm 
@paulo then leave. some people wanna use warp drives, no need to spread your negativity.
paulo May 27, 2021 @ 7:20am 
Hyperlanes exist for a reason: to make easy to defend your systems and help you to keep would be conquerors, rebels and other undesirable elements out of it. Also, you cannot say that your species belong to the Empire X if you don't have something akin to frontiers to limit enemy movement -- that is why some sci-fi setting have hyperlanes or jump points/jump gates. If warpdrive is the only way of achieving FTL, all you have is a bunch of planets controlled by the same species -- all of them open to and inviting invasion by your enemies.

In other words, warpdrive SUCKS!
Shoarmadad May 27, 2021 @ 1:25am 
@Ok2Ezie Warp drives let you jump between systems directly, bypassing the hyperlane limits, meaning that every system around you is within direct reach. Jump drives are like warp drives but have a much greater range and need to be manually triggered.
James Fire May 26, 2021 @ 11:15pm 
@frozenparagon

It's been... 3 years since it was removed now? If there was something left, it would have been found by now.
Okezie May 26, 2021 @ 10:54pm 
how are Warp Drives different from Jump Drives? i came to the game after they were already
gone.
FrozenParagon May 26, 2021 @ 10:20pm 
was all the framework for the coding removed completely? as in I take it rolling way back the game version and utilizing how warp works in this version isn't an option? I'm curious how much they removed, if I have to use the jump command each time to move the fleet then....
e1lo87 May 26, 2021 @ 5:53pm 
@BurningTemplar it was probably removed for efficency, the pathing would have to be seperate from jump drive """pathing"""

also file size
probably file size more than anything
James Fire May 26, 2021 @ 3:48pm 
Ah yes, I love fleet micro.
BurningTemplar May 26, 2021 @ 3:36am 
Never understood why paradox removed warp drive code from the game. Just leave it for the modding scumbags
Anthro  [author] May 26, 2021 @ 12:53am 
@|_Clyax, mechanically it works the same, but warp drives have much lower cooldown than jump-drives and they can be researched much earlier.
|_| Clyax May 26, 2021 @ 12:43am 
How is this different from initiating jumps like in base-game?
Nicho May 25, 2021 @ 9:51am 
Elitewrecker PT: Praised for bringing it back, of course.
What you're saying is not as much of a problem as you claim. Who said anything about sticking it on every single ship? Put it on a few specific classes for specialist operations. Add a designable science ship mod, create a science ship subclass, and expand on the use of "Experimental Subspace Navigation". Sky's the limit!
Anthro  [author] May 25, 2021 @ 1:12am 
@starfirejordan They do indeed still have jump penalties, if they wouldn't, they would be even more OP, since you can already circumvent any fortifications.
starfirejordan May 25, 2021 @ 12:11am 
will you still face jump peniltys? or are you able to code it so they dont give you them?
Elitewrecker PT May 24, 2021 @ 10:35am 
Praised for what? This has been done since they were removed.
Enjoy having to manually jump from each system to another to get somewhere. No queuing movement.
Nicho May 24, 2021 @ 10:32am 
SAINTS BE PRAISED!