Stellaris

Stellaris

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[2.1] Stellar Expansion - FTL Enhanced
   
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25 okt 2016 om 15:10
22 mei 2018 om 21:02
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[2.1] Stellar Expansion - FTL Enhanced

In 1 verzameling van King Lemming
[2.1] Stellar Expansion: Complete
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Omschrijving
NOTE: This is a legacy mod. It is for Stellaris version 2.1. (Niven)

This is a simple addon mod meant to provide small midgame boosts to FTL.

It remains separate from Stellar Expansion because FTL is a cornerstone of the game and not everyone is necessarily interested in having it altered. Also, this ensures more gameplay compatibility with other FTL altering mods.

Having said that, these techs should work properly along any other FTL affecting mods or rebalances that you may have.

Something will be coming for Wormholes, once I can figure out a good balance for it.

Features
  • Four (4) technologies which affect various aspects of FTL travel - Windup, Winddown, and Emergency FTL.

Feature List[raw.githubusercontent.com]
Change Log[raw.githubusercontent.com]

Localizations: English.

NO VANILLA FILES ARE OVERWRITTEN.

If you like the mod, please give it a thumbs up! If you don't, please let me know what you don't like about it.

If you're interested in the bulk of my work, be sure to check out Stellar Expansion.
68 opmerkingen
ExNormal 17 aug 2024 om 2:19 
still working now?
Peter34 8 mrt 2019 om 10:32 
Slightly off? Science amounts were increased by a factor of 4 with 2.1->2.2, so if not updated, the Techs will be 75% cheaper than they ought to.
The Hat 8 mrt 2019 om 7:58 
Thank you for doing this.
King Lemming  [auteur] 29 dec 2018 om 7:41 
Probably not, but I'm still going to just roll this into the base Stellar Expansion for 2.2 when it's released.

It's likely safe to use though, but the tech costs may be slightly off.
Gerishnakov 29 dec 2018 om 5:53 
I'm guessing 2.2 doesn't really affect this?
Elitewrecker PT 21 aug 2018 om 4:41 
"be surprised by" - like the AI would ever do that.
surprise - you mean jump straight to their capital

Jump drives had no disadvantage, the game still converged on jump drives anyway.
Nova_Eclipse 20 aug 2018 om 17:39 
@Entropy My damned thoughts exactly. WHY would you take away all forms of FTL aside from Hyperdrive?! Being able to use warp gates, jump drives, and all that other stuff from the previous versions was one of the things that allowed this game to catch my attention.

Getting rid of everything aside from the Hyperdrive was a terrible idea in my opinion, since it just gives me the feeling that the dev behind that blunder was having a Star Wars fanboy wank or something.

Let me be able to surprise (and be surprised BY) my enemies in my campaigns because my civ and theirs use different FTL methods! It gives more fun and in-depth options when waging a war, since a civ with jump drives can circumnavigate all known systems at the risk of being eaten by the Warp, while hyperdrive-using civs are safe but constrained only to known Hyperlanes.

Isn't that the point of grand STRATEGY games? To have advantages and DISadvantages because of the civ and choices you make?
Entropy 4 jul 2018 om 7:18 
Really, people don't like having their FTL altered? 2.0 removed all other FTL as starter techs and left warping to science ships, and gates to megastructures. Either way i like the idea of the mod research options.
King Lemming  [auteur] 27 jun 2018 om 13:10 
This still works, yes.
falhxer 27 jun 2018 om 12:04 
Its still work right ?