Stellaris

Stellaris

Faster Ship Speed [2.0.*]
18 Comments
Lee Adaama Jun 9, 2019 @ 6:16am 
Hi can we get a update for 2.3? Thank you.
FlamingFeather May 13, 2018 @ 8:14pm 
Thank you very much
Shelanoir  [author] May 13, 2018 @ 9:34am 
Okay, way too many mod packs include this and weapon mods, I'll put the missile fix into a separate mod so I don't break everyone's setups
Shelanoir  [author] May 13, 2018 @ 7:26am 
Very good catch; I rarely use missiles so I never noticed it. New version should fix all missile stats - downside is it's no longer compatible with mods that modify weapons.
FlamingFeather May 13, 2018 @ 3:54am 
Good Sir. I love the concept of this mod. BUT THERE IS ONE MASSIVE PROBLEM! You forgot to boost the speed of missiles, rendering them completely useless as the only time the missiles hit their target is when the ship stops moving. I would love to use this mod but sadly I can not unit this issue is fixed
Daniel L Parry Apr 6, 2018 @ 6:28pm 
This is extremely useful, particularly in cases of large galaxy games where the actual game's speed starts to drop and even at Fastest speed the game feels like its moving at a snails pace.
elhran Mar 9, 2018 @ 8:27am 
Thanks...that's what I thought. I was just surprised to see that phrase used by, I assume, a younger person. I'm an old game player and I just figure that most players here are younger than me :) My grandsons have no idea what "three fold" etc means....
Shelanoir  [author] Mar 9, 2018 @ 2:53am 
Original movement speed is 0.045 units per tick; with this, movement speed is 0.15 units per tick
elhran Mar 8, 2018 @ 9:44pm 
I may be a little dense right now, but does the sublight speed increase 3.33 TIMES original, or does it increase by a third of the original ( 1 and 1/3 times original )? I'm asking because I don't hear the description "increased x fold"" used much anymore and I want to be sure it's what I'm familiar with....not trying to be a jerk...just an old guy surprised to hear that phrase....thks
Pepega Mar 8, 2018 @ 7:12pm 
Though i have noticed that when armies follow fleets, for a moment they seem to race ahead of the fleet, which leads to them being the primary focus for the fire few volleys (which might lead to the death of a transport or two)
Pepega Mar 7, 2018 @ 11:47am 
ah good point. I completely forgot about the additional technologies. Now realising that im fine with the way it is :steamhappy: (Though some other people might want no windups)
Shelanoir  [author] Mar 7, 2018 @ 6:40am 
I've tried it, but it'll render the additional hyperlane technologies completely useless. Windup is already only 1-3 days on highest level; this is *barely* long enough to make intercepting fleets feasible.

I suppose I could make a separate mod that cuts down windup and removes all FTL technologies apart from Hyperdrive I and jumpdrive?
Pepega Mar 6, 2018 @ 8:06pm 
While understanable if not to your tastes, but perhaps the hyperlane windup can be cut in half again?

Regardless, thanks very much for this mod.
Shelanoir  [author] Mar 1, 2018 @ 9:59am 
Good luck with it.
Pack Man Feb 28, 2018 @ 11:26am 
If someone tried hard enoguh they could. Don't be so doubtful
Shelanoir  [author] Feb 25, 2018 @ 11:58am 
Don't think so. You could make jumpdrives a tier 1 tech and disable the penalties of it, but that will completely wreck the AI.
Pack Man Feb 25, 2018 @ 10:54am 
im hope someone finds a way to do that
Rune Cyber Feb 25, 2018 @ 6:25am 
if only we could find away to turn off the through system travel