Stellaris

Stellaris

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FTL Redefined
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Mar 10 @ 4:44am
Aug 21 @ 5:28am
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FTL Redefined

Description




Welcome to FTL Redefined!

This mod aims to improve hyperdrive tier progression, and also adds 2 new tiers of hyperdrive to fill the void between the tier 3 hyperdrive 3 and the tier 5 jump drive. You'll find that instead of windup times improving, hyperdrive tiers now affect the speed which ships move through hyperspace! The differences between tiers are also significant enough to be noticeable, while not being so severe as to cripple your progress. You can also adjust these speeds via the mod's settings menu according to your personal preferences.

These changes apply to AI empires too, so you won't need to worry about being at a disadvantage - although advanced start AIs will have an even bigger technological advantage as a result, so you'd better catch up fast!

To my knowledge, this mod is compatible with every other mod out there.


Legacy 3.14 Version: >Click Here<


Official Subspace Drives expansion now available, bringing compatibility with the Subwarp Drives mod by Navar! Experience a full fledged alternate FTL progression path, with new tiers of Subspace Drive plus the chance to unlock them with any civic!

Much thanks to Navar for making the original mod, and YoshiWoof22 for putting in the work to create the compatibility update!


Updated vanilla drive values

Hyperdrive 1:

Hyperlane speed: Reduced to 6% of the vanilla value. This translates to about 50 days in hyperspace for an average hyperlane length. Note that this isn't as significant as a 94% reduction may sound, as the vast majority of vanilla hyperdrive time is the windup process.

Overall this drive will typically take around 60 days (including 10 day windup) from starting the windup process to reaching the next system, compared to vanilla's 18 days. This is the worst difference there is, it only gets better from here with new techs.


Hyperdrive 2:

Hyperlane speed: 12% of vanilla value, which is 25 days on average in hyperspace.


Hyperdrive 3:

Hyperlane speed: 20% of the vanilla value, which is 15 days on average in hyperspace.


New drives added by this mod and their values

Overcharged Hyperdrive:

Tech tier: 3 (same as hyperdrive 3, but research cost is halfway between tier 3 and tier 4 research)

Tech requirement: Previous hyperdrive, Cold Fusion Power


Micro Wormhole Drive:

Tech tier: 4

Tech requirement: Previous hyperdrive, Wormhole stabilisation




To prevent cheesing with the eager explorers jump drive, I increased its cooldown to 400 days - but additionally gave it hyperlane capability, albeit making it take 110 days on average. Alternating jumps and hyperlanes should still be quite competitive, likely stronger, than the tier 1 hyperdrive though for early game surveying.

Lastly, other jump drive values remain unchanged, except for adding the final tier hyperdrive added by my mod as a prerequisite to research the first jump drive.


Incompatibilities: Any mods which change the research tree for Jump Drives or hyperdrive 3. Mods that simply add new hyperdrives are fine to use.


Load order: Anywhere you want, as long as it's not above mods which need to be at the top or below those which need to be at the bottom.
Popular Discussions View All (3)
8
May 27 @ 8:25pm
PINNED: Bug Reports
Jaysus273
5
Apr 24 @ 6:28am
PINNED: Feedback & Suggestions
Jaysus273
3
Mar 21 @ 8:15am
PINNED: Integrating hyperdrives from your mod into mine
Jaysus273
63 Comments
Jaysus273  [author] Jul 27 @ 8:03am 
New optional feature: Jump Drive travel time

- This new feature allows converting a portion of jump drive cooldowns into an immediate travel time upon jumping
- The default amount converted is 10%, though this may be adjusted from 1% up to 100%. As most jump drives have a 200 day cooldown, a travel time of 10% would equate to 20 days travel time and 180 days cooldown.
-This setting is off by default, and must be enabled in the mod menu to be used. As a courtesy to those who already have a game running and want to try this feature, the restriction on changing settings after 10 years have passed has been temporarily lifted for this feature.
Captain_Americana(ttv) Jul 6 @ 11:56pm 
i tried to ensure it was one of these by disabling all others, but i didnt uninstall them or verify files so its possible its another mod. sorry. no possibilty to add bioship functionality then? trying to do a certain build with them and eager
Jaysus273  [author] Jul 5 @ 12:07pm 
The Eager Explorers civic is explicity disabled by the base game if you select a biological shipset so I'm not sure how you're encountering this issue, none of the 3 mods overwrite the civic requirements.
Captain_Americana(ttv) Jul 5 @ 12:26am 
hey there, bug found with this and subspace drives+expansion. doesnt seem to apply eager explorer properly to bioshipsets. shows black box for ship on ethics/civics creation screen, only when bioships selected, and spawns with no ships @ game start. not sure which of the 3 is causing it exactly
Artemys Symetra Jun 20 @ 6:38am 
Thank you so mush ! insane reactivity ! i'm fund of your mod, i like play with very slow travel speed, i find it more immersive
Jaysus273  [author] Jun 20 @ 6:20am 
@Artemys
Whoopsie, thanks for bringing that to my attention, that's fixed now. If you want to immediately fix all existing ship's values in your save then simply open and close this mod's menu, but they will also all auto fix themselves within a maximum of 1 ingame year regardless.
Artemys Symetra Jun 20 @ 5:35am 
amazing mod, but it seems new ships don't take the factor defined at start
alex Jun 6 @ 6:32am 
this is awesome, i love this
Kryloth Jun 2 @ 12:35pm 
Hey, not sure if it's your mod causing this but i couldn't think of any other mods that i use that might be causing this

but the issue is that my fleet goes missing in action after losing a battle and the duration is really long like 20 thousand days
It's not even that far from my capital only like 5 star jump, so that shouldn't happen

I'm using 0.8 ftl speed settings with hyperdrive II in the ship
i'm guessing the game also calculate the time it takes for ftl in the equation for missing in action duration but that's just a guess

anyway just thought you should know, thanks anyway this is a great mod and yeah it should have been in the base game settings
Arcturus May 28 @ 12:58pm 
@Jaysus273 That's nice to hear :steamthumbsup: Thanks for this mod.