Stellaris

Stellaris

Guilli's Exploration And Expansion Tweaks
67 opmerkingen
Guilliman  [auteur] 31 mei om 1:30 
Have steam check file integrity of stellaris, that'll force download/update any missing mod stuff too apparently.
CrimsonArckaon 30 mei om 23:40 
Hello just downloaded the additional mods and it say it miss the file descriptor, have you any idea how to fix it ? i did try to download it again and removed it from my computer, but same issue after :(
Lazy Author 24 mei om 18:26 
I see, thanks
Guilliman  [auteur] 24 mei om 12:28 
Will work fine with those mods. This mod does not overwrite any ship stuff directly. So this will work 100% with those mods.
Lazy Author 24 mei om 8:16 
Hello, just to be sure, does this mod have any compatibility issues with mods like NSC3 which adds new ships, as well as new science type ship?
Guilliman  [auteur] 23 mei om 0:51 
Updated to 4.0
Torblorone 18 mei om 18:48 
@Lord Inquisitor from what i can tell, it still works fine
Lord Ɨnquisitor 10 mei om 14:44 
Does anyone know if this mod is compatible with 4.0? And if it isnt will it receive an update?
Odin 20 mrt 2024 om 17:15 
I think with the new changes to the research tree this mod could use a slight re-balance. Maybe reducing the number of techs to get to "full" normal game speed? Maybe having some of the techs show up earlier?

I am not sure what the answer might be but right now with the 3.10 update the game is already slowed down a ton in the early game. This mod is still amazing I am just not sure I will use it alongside the slowed down research of the base game now :)
narkogrib 13 feb 2024 om 8:11 
It would be nice with extra time for collecting debris or picking up a crashed satellite on a pre-ftl world when your ships are that much slower early in the game
Machiranae 6 feb 2024 om 18:22 
seems to be working on pyxis 3.10.4,
@PHILIPPE i have both mods installed and it doesnt seem to blow up
ZacharyBuilder 1 jan 2024 om 1:19 
3.10?
Koltar 13 dec 2023 om 14:13 
Love the concept of the mod. Do you anticipate any updates to it? Or for players using it: do you notice any bugs on 3.10+?
Kleppo 14 okt 2023 om 5:48 
Eagerly waiting for the patch too.
Sandwich™ 15 sep 2023 om 23:54 
when will we get and 3.9 version? this mod is so awesome we need it for 3.9
PHILIPPE 25 jul 2023 om 22:54 
i am really intrested to see what this mod+real space system scale looks like but i have a game that still has 600years before the late game crisis+blokkats 100 years after that so it will take a while before i can test that
Rockstar 28 jun 2023 om 5:28 
Guilli, you are a god among men, thank you for another mod!
Halcyon 19 jun 2023 om 8:52 
What's the possibility of adding a system decision in so all applicable planets can be nanited at once? ;')
Guilliman  [auteur] 17 mei 2023 om 23:49 
Wow, that I didn't realise. Thanks!! I have patch it:
- Fixed defines file having the wrong encoding
Zares 17 mei 2023 om 10:07 
Hey, your defines file has UTF-8 BOM encoding, and the game doesn't load it correctly. After I changed it to the one without BOM, everything works :)
Guilliman  [auteur] 9 mei 2023 om 8:49 
Updated to version 3.8!
- compatibility for the new game version
Zares 1 mei 2023 om 10:31 
Great mod!

The only issue is, most AIs just pick this surveying policy that gives survey speed boost, and they explore and build outposts way too fast. Maybe these boosts from policies should be lowered/removed while this mod is active?
MixedMethods 3 apr 2023 om 10:49 
How do the late game FTL speeds compare to vanilla?
Zotz 1 apr 2023 om 17:44 
@Alexolas
Sub-light Hyperlanes/Non-FTL Hyperlanes
enjoy
Guilliman  [auteur] 14 mrt 2023 om 10:19 
Added 3.7 compatibility
Shemiroth 27 feb 2023 om 12:49 
Is it possible to have a modifier in the settings for hyperlane travel speed? Same place where Hyperlane density is set
KeyOneGodSun 19 feb 2023 om 3:14 
how do I know which mod options are enabled vs disabled. If left on enabled/green does that mean its enabled or leave it on disabled/red to enable. Im just a bit confused by the selection. Its not clear to me if this enables or disables. I figure if its green its enabled, right?
Nikolai301000 22 dec 2022 om 10:53 
@Alexolas Not to my knowledge, but to be honest, that sounds like masochism. But I know Real Space Ships in Scaling Hard affects ship sublight speed, so much so that it takes around a year or two (sometimes longer depending on where your ships are located within a system) just to make it to an adjacent system. If I recall correctly however, it doesn't affect FTL speed. So theoretically, you could pair that with this mod and make the travel time even longer.
Alexolas 18 dec 2022 om 17:42 
Hmm.

Has anyone made a mod on this workshop that reduces the FTL travel time so much that it's basically no longer FTL anymore? Like, one jump takes 10 entire years
Nimea 1 dec 2022 om 4:36 
Can't say this is working in 3.6 at the moment. Sublight and FTL speeds feel like it's too fast.
Skydiver 17 okt 2022 om 19:25 
I was a bit unsure if this mod works for me so did a little testing and digging. Conclusion is it does work but may ot have the intended impact
- FTL pure travel time is increased from 2-4 days to 12-25 days. But that's on top of 15 days fixed windup time before the travel initiates and up to 100 days to cross the system. So overall barely noticeable
- Survey speed is decreased 1.5x but feels less due to travel times between planets and due to anomalies and projects being bigger timesinks
- Construction speed is decreased 2x but it doesn't mater too much
vardicdestroyer 5 okt 2022 om 5:33 
Yeah, I really wish I could get this to work again. I've even gone so far as to manually delete all my mod data, and the Stellaris game itself and reinstall from scratch and I just can't get it to work. I just don't understand why it stopped. It was working fine, then one night I saved and quit my game, went to bed and when I woke up the next day to play, the mod no longer worked. That was back in May, and I'm still no joy with this mod. All the other Guilli mods I use work no problem
Guilliman  [auteur] 22 sep 2022 om 20:42 
Should still work fine, I cant think of any changes that would affect it. I'll update the version number sometime this weekend probably so the launcher stops complaining ;).
Deglorath 22 sep 2022 om 13:01 
Hey y'all, does anyone know if this mod is still working in the latest update?
Mercury! 30 mei 2022 om 23:00 
i try to re-sub the mod for several times, but does not work.
Mercury! 30 mei 2022 om 22:58 
i sub this mod and your planet modifiers, technologies and ship components mod, all enabled everything works, but when i disable this mod, with other three enabled, the game will crash every time loading to 100%. why?
BladeRnr 27 mei 2022 om 17:49 
I love this mod, thanks for making it!
vardicdestroyer 21 mei 2022 om 2:06 
Further testing shows it's not working even if its just this mod by itself, or just this mod and Guilli's Planet Modifier and Features mod. I've verified my install files, forced a redownload of the mod files from steam and no joy.
vardicdestroyer 21 mei 2022 om 0:36 
This mod no longer seems to be working for me. I haven't added any mods since the last time I played. I did stop using the amazing space battles mod, and the game hotfix dropped. rolling back to the previous version of the game doesn't seem to fix it, so I have no idea what's going on.
Stormsong 12 mei 2022 om 12:41 
Interesting, what endgame year did you envision while creating this mod, Guilli?
Guilliman  [auteur] 12 mei 2022 om 9:16 
Updated to v3.4
Commando_Kain 11 mei 2022 om 18:19 
HERE IT COMES! 3.4 Breaking EVERYTHING!
CTH2004 9 mei 2022 om 13:58 
Oh, forgot one:

Gravitic Sensors
+3% FTL speed
+4% Sublight Speed
Subspace Sensors
+5% FTL speed
+3% Sublight Speed
Tachyon Sensor
+5% FTL speed
+5% Jump Range
-3% Jump Recharge
CTH2004 9 mei 2022 om 11:25 
nice. Looks fun.
Here's some ideas, once you get more advanced engines/ power, those also boost FTL, as well as other stats. The idea being that thesemanipulate subspace, so can be used as propulsion in subspace as well.

So, here they are:
The engines do:
Impulse Thrusters
+5% FTL speed
Dark Matter Thrusters
+15% FLT speed
+5% Jump Range
-5% Jump Recharge

The reactors:
Zero Point Reactor
+5% FTL speed
+1% sub light speed
Dark Matter Reactor
+15% FLT speed
+5% Jump Range
-5% Jump Recharge


Note: This also should have compatibility with the thrusters/ reactors from Sensible Late-Game Tech's , since those should have much stronger effects.
Nicho 8 mei 2022 om 21:25 
I really like seeing ships steadily moving along the hyperlanes at the beginning of the game with this mod. Somehow feels more meaningful to me. Also makes your early game exploration choices much more significant! Nice stuff as always, Guilli :steamthumbsup:
Nicelander 8 mei 2022 om 13:39 
Does this work in an ongoing game? 🙂
SheAway 8 mei 2022 om 11:09 
This mod combined with the Real Space with 6x magnification, greatly slows the pace of the game.
Nukular Power 8 mei 2022 om 0:13 
all of your mods are essential for me at this point. thanks for another
thepixel 7 mei 2022 om 4:42 
What the chance this plays well with NSC?
punkboy_sp 6 mei 2022 om 12:43 
love this mode one of my most favorite ones to use