Stellaris
Simple Slower Than Light 2.0 [Unsupported]
29 件のコメント
Deadra Rose 2021年4月8日 20時53分 
so... does this mod just get rid of FTL?
McClain 2018年5月14日 18時27分 
Works as advertised, great job!
Pode 2018年3月6日 4時13分 
Much appreciated.
[Andon]  [作成者] 2018年3月5日 20時37分 
@Pode Just about bed time for me too, and I'm busy all day tomorrow, but I could potentially do some investigating Wednesday evening (I think we're on a fairly similar time zone)
Pode 2018年3月5日 20時10分 
I'm getting nothing but glitches in my mod leading to instant arrival no matter what I do. I gave up on the event altogether and went to just slowing the component down and now it's glitching like shit too. I'm going to bed before I do something rash. Help?
Pode 2018年3月4日 14時44分 
OMG. I have been trying all day to figure out why my version doesn't work. Turns out ships in hyperspace are idle according to is_fleet_idle, so me trying to save processing lag by restricting the arrival modifier to is_fleet_idle = no broke things. So FYI in case you ever want to reduce lag, don;t do it that way.
Pode 2018年3月4日 5時43分 
@Telik if you want to eventually tech out of slow travel you may want to try my Pre FTL Players mod that inspired someone to ask me for the mod that inspired Andon to make his
[Andon]  [作成者] 2018年3月4日 1時17分 
@Tellik That is something I am likely to do with the "Full" version of the mod. At the moment, upgraded drives do better windup times, but... that's next to useless when the travel takes 10 years!

Also, the "Reinforce Fleet" should only pull from the same system. I set the range for it in the defines to super low to prevent fleets taking forever to form up. It's annoying enough in the standard game, let alone when things take forever.
Tellik 2018年3月3日 22時45分 
Is there a way to modify ship drive technology to allow faster travels the more advanced tech you get?

I really like the concept of this mod for early game, but late game, I think I created a 200 fleet cap limit fleet, and waited forever for the fleet to form. Then I spent another decade upgrading the whole fleet as while they were in route I hit like 3-4 tech level upgrades.

It came to the point where I was relying on jump drives to jump to a neighboring system then slowly move into it.

(Also I made the mistake of building the array, so I saw every single ship on the map, which really cluttered late game with fleet icons everywhere.) XD
N-Sign 2018年3月3日 21時06分 
The new pirate mechanics really hurt this mod, sadly. Since you can't send Construction ships into systems until a science ship has gone ahead, it means that by the time it finally arrives to build an outpost there's a solid chance of pirates having spawned.

It only really hurts the early game since, once you get the first level of Sensors you can send a Science Ship and a Construction ship at the same time.
[Andon]  [作成者] 2018年3月3日 14時14分 
Slower Than Light is now live!
[Andon]  [作成者] 2018年3月3日 12時27分 
@Tellik: I've updated with solutions to the getting stuck. The monthly modifier has been tweaked, and I've added a manual (IE, Console-triggered) event just in case.

Nothing I know of about sitting directly on top of a system. I've noticed that too. My "solution" is to go into a neighboring system and click the hyperlane arrow to bring me into the system.

I have no idea what could be wrong with Automated Trade. I've only changed some speed defines with Simple STL, so my inclination is to say it might possibly be another mod? It could be that Automated Trade doesn't work well with slow speeds. I've never used it, so I'm not sure. Looking at the description, they self-remove after 5 years, which could mean they might not be able to make it to the next system.
Tellik 2018年3月3日 11時45分 
I noticed a few issues when ships would get stuck exiting FTL into a system. This happened very early in the game when I sent a science ship to survey a system. I ended up waiting for over month so I don't think the event ended up helping.

The other thing I noticed (which I don't think you have any control over really) is if a ship is about to enter a system, it's directly on top of that system and doesn't let you click on the system.

The last thing that I noticed is a sort of compatibility issue with Automated Trade. I noticed their ships just... stuck in the middle of the system (not in FTL), where they sat there twitching.

(Next game I end up playing I'll test without other mods to see if I have the same issue. Just wanted to give you a heads up now.)
Pode 2018年3月1日 11時35分 
Wonder if nebulae still affect interstellar speed? I never did look for where that value was set, it might still be in 2.0 and just not discussed anymore.
[Andon]  [作成者] 2018年3月1日 11時28分 
I was seeing bugs at 0.002 and 16.5x, and it was with two systems that were in a nebula.
Pode 2018年3月1日 10時53分 
Clausewitz engine uses ints divided by 1000, so 0.0015 is either 0.002 or 0.001. Or an error that results in not moving, it would seem.

I'm using 0.001 and 33, warned folks you were seeing some sticking, and asked for bug reports. Crickets so far.
[Andon]  [作成者] 2018年3月1日 10時28分 
It looked like going to 0.0015 made the ships never move (While 0.001 and 0.002 worked fine), so it looks like I'm scraping the bottom of the barrel on what I can do. Having increased the bonus (At 0.002) to 30x and I haven't seen any stuck ships.
Pode 2018年2月28日 23時12分 
Huh. Watching your bug hung with interest. Wonder why those few are so special.

Put these drives live on PreFTL Players main version a few hours ago, so hopefully we get some useful bug reports.
[Andon]  [作成者] 2018年2月28日 19時40分 
In my testing, I'm still getting a few ships that just won't arrive to systems. I also feel the speed is just a *little* too fast, so I'm going to be tweaking that.

I'll also be putting in an "emergency" event, only triggered via console, that'll give ships a high boost to FTL speed as a "Just in case"
Pepega 2018年2月28日 17時28分 
this mod combined with the Gateway mod that allows gateways at the very start could be pretty interesting. Sorta like eve online lore.
[Andon]  [作成者] 2018年2月28日 9時18分 
Yeah, it was taking about 10 years to get to the next system. Great for yours. Not so great if that's the entire game.
Pode 2018年2月27日 21時59分 
With the every 3 month trigger, 0.001 speed and a 33.0 modifier it works out to just a hair under 4c which is in the right range of slow for my mods where STL is intended to fade out as you play. Agree that you probably want more than that for a full game speed.
[Andon]  [作成者] 2018年2月27日 21時41分 
With my playing with STL, I think the current speed is a little too slow - on the un-fun side. Also, really not liking the randomness of the once-a-month trigger, so I've made it happen every month. I'll be uploading it tomorrow, after I get some sleep. Don't need any bugs introduced by being tired.
[Andon]  [作成者] 2018年2月27日 20時32分 
@Arexander Good catch! It's been fixed.

@Pode Great to know. I don't think FTL inhibitors affect actual FTL speed, just possibly windup. I'll have to take a look.
Pode 2018年2月27日 8時06分 
I was able to get 0.033 to work in 2.0 but not 0.032. I didn't see any terrain effect on FTL, only on in system speed. Didn't check for starbase FTL inhibitors though, as I intend for everyone to have FTL long before those come into play.
Arexander 2018年2月27日 7時59分 
I think there's something wrong with the tags in description, right after you've linked to the info thread.
[Andon]  [作成者] 2018年2月26日 18時25分 
Go ahead and take it! This mod wouldn't exist if it weren't for me taking things from you in the first place.

The minimum speeds changed (Going too low made ships not move at all), so what previously worked didn't. 50x works, and allows for other things to affect FTL speed without sticking fleets in places.
Pode 2018年2月26日 17時30分 
FYI, the magic number for not sticking is 0.033 units/tick, so you can turn that multiplier down to 33 from 50 if you like.
Pode 2018年2月26日 17時18分 
Really glad to see this. We'd talked a while back about using the event to prevent sticking. I tried it for Pre FTL and couldn't get it to work. Mind if I steal yours? At least for test purposes?