Stellaris
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[2.1] Stellar Expansion - FTL Enhanced
   
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25 OCT 2016 a las 15:10
22 MAY 2018 a las 21:02
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[2.1] Stellar Expansion - FTL Enhanced

En 1 colección creada por King Lemming
[2.1] Stellar Expansion: Complete
8 artículos
Descripción
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 comentarios
ExNormal 17 AGO 2024 a las 2:19 
still working now?
Peter34 8 MAR 2019 a las 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 MAR 2019 a las 7:58 
Thank you for doing this.
King Lemming  [autor] 29 DIC 2018 a las 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 DIC 2018 a las 5:53 
I'm guessing 2.2 doesn't really affect this?
Elitewrecker PT 21 AGO 2018 a las 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 AGO 2018 a las 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 a las 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  [autor] 27 JUN 2018 a las 13:10 
This still works, yes.
falhxer 27 JUN 2018 a las 12:04 
Its still work right ?