Stellaris

Stellaris

Pre-FTL Players - All FTL - Abandoned
Alternative to sublight
Due to the bug you described and I also came across some time ago when trying to mod warp/hyper speed, im not a big fan of the long windup/windown way to make travel slower, so I spent some time yesterday evening thinking of alternatives.

My current idea is to make an early wormhole drive called for instances Strucural Integrity Field that allows only small ships to enter and survive a wormhole, this drive comes with tech_wormhole_generation_1 (the theoretical tech, so species with wormhole start will get a head-start), then the following practical tech will give the first standard wormhole drive that allows all ship sizes.

But im still not completely happy with this option, I wish to restrict science ships and possibly colonizers and constructors to wormholes only, claiming other drive types are restricted to the military, because it will help to limit science ship exploration to an empire's "field of influence" depending on wormhole infrastructure. But then the wormhole species need to have quick access to the other drive types, same way warp or hyper species need quick access to wormhole theory. Wish we could limit species generation to either pick warp or hyper, so wormhole theory would be available to all while warp would be restricted to warp species and hyper to hyper species.

What do you think?
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Showing 1-11 of 11 comments
Pode  [developer] Aug 14, 2016 @ 8:28am 
I lean the opposite way, I prefer wormhole for military ships so they have a bit more power and so that sphere of influence aspect you mentioned affects troops not civilians. The influence cost keeps colonizers and outposts close to home already. The evnt chain science missions can spawn outside your wormhole radius.
We agree onhating the long windup time approach, I just couldn't figure another way.
Lex Peregrine Aug 14, 2016 @ 8:56am 
actually, you can force species to choose only between warp and hyperdrive in the defines, and make wormhole available to all by making it a starter tech. I will test this now, hope I finished changing the code correctly.

I kept standard wormholes available for every ship class, with the basic integrity field only for science ships (would add corvettes if we could seperate them from military class), while warp and hyperdrive restricted to military and transports, and jumpdrive for military only.

Well, but if military were to use wormholes, then warp or hyper might not be worth upgrading. going to do some testing..
Pode  [developer] Aug 14, 2016 @ 10:17am 
That seems like it woud do it, hope tests go well for you.

Agreed on the upgrade worth, my personal pref FTL mix is max wormholes and level 1 of either warp or hyper for science ships to survey outside my SoI with.
Lex Peregrine Aug 14, 2016 @ 10:28am 
yea well i'll test the other way lol :P

instead of making wormhole theory starting tech, I made it available to all with high weight like "New worlds protocol", so it must be researched and is likely first choice.
Starting a game right now, im a warp species so im hopping I will not be able to research hyper if I changed the code correctly as I was using the "All FTL" version as base. So each species has choice between their starting ftl theory and wormhole that must be researched, and no ftl drive at game start.
Pode  [developer] Aug 14, 2016 @ 6:32pm 
Lot depends on how much you changed the weights and ai weights on the other techs. Assuming, probably wrongly, that you just buffed wormhole weight up and left the rest as is, the AI should jump on it (weight 10) then treat the first of warp1 or hyper drive1 as just another thing (weight 1) and the second drive type as basically garbage(weight 0.1). So I would expect you to be the lone warp user in a sea of wormholes.

Even if it's not my personal taste I'm interested in learning vicariously how you're coding to get these effects you want. Keep up the good work, and feel free to publish when you're happy with it. I'll add a variants section soon and be happy to link to your mod there too.
Lex Peregrine Aug 15, 2016 @ 3:48am 
Cool thanks! Im not sure if I'll ever publish something, I have my own mod with a unique starting scenario for playing as humans, but it uses other mods so when its done i'll have to make a light version that uses as few requirements as possible. If I choose to publish I will first ask permissions of course. Meanwhile if you wish to look at the files I changed just send me a PM and I'll email them.

Well I buffed wormhole theory weight and didnt change the others, just removed weight modifiers for warp and hyper regarding having already researched wormholes, dont know if its enough.

I didnt have much time to play test yesterday, but in the time I had I can confirm: Wormhole theory was first pick, so after a while I was able to retrofit my science ship with the integrity field "drive" and ordered the constructor to build the wormhole station. Some years later the practical wormholes tech showed up, and right after that the practical warp tech.

So I'll continue from there in a few minutes and update when I have further info :)
Lex Peregrine Aug 15, 2016 @ 1:29pm 
Well after a few hours playing I noticed very few empires had FTL, so something is not right, I'll try a different approach.
Pode  [developer] Aug 15, 2016 @ 1:55pm 
I really need to set up a max size galaxy with the max number of AIs and run an observe game all night long to get a better feel for how fast AIs research FTL. In my test game 20 years in about half had gotten one.
Lex Peregrine Aug 15, 2016 @ 2:00pm 
i did the same some hours ago, 30 some AIs, first one got FTL after 17 years or so.
Pode  [developer] Aug 15, 2016 @ 2:27pm 
Faster test of when things come available (but not of whether AI chooses them) is to use the techupdate console command. I think the most tech refreshes it took was 17, min of zero, average around 10.
Lex Peregrine Aug 15, 2016 @ 2:40pm 
ok i'll check it out tomorrow, no more time today.
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