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Reimplements warp travel within the confines of post-Cherryh/Apocalypse Stellaris.

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Warp Drives - Post-Apocalypse Remake

Reimplements warp travel within the confines of post-Cherryh/Apocalypse Stellaris.

Features

  • Simulates warp travel, complete with variable travel time based on travel distance (minimum 20 days).
  • Fleet arrival timers - implemented as situations, has the option to rush jumps (for a possibility of failure).
    • Notifications for when a fleet has arrived or gone MIA. (Currently reuses ESN alerts to avoid overwriting alerts.txt.)
  • Four tiers of warp drives, each with longer range and faster warp speeds.
  • New civic: Warp FTL Theory - increased chance to receive warp drive tech research choices, and AI will prefer warp drives over hyper drives.
    • An event at game start will give the option to take the civic if you haven't already have one. The AI will never take it.
    • Alternatively, adding the uses_warp_drives to an empire will force the mod to give it the civic at game start, and only at game start.
      • Note that only direct relations are affected, though any potential indirect relations are a moot point because usually an empire can be independent, in a federation, or a vassal, but not any combination of the three (except for hegemonic federations, but those are direct relations and thus moot), at game start.
    • Note: with Eager Explorer (or similar civic), a research option is given instead.
    • Without the civic, the option becomes available once Tech 4 is reached.

Limitations

The warp system is implemented within the confines of post-Cherryh/Apocalypse Stellaris. Specifically, version 3.8. The last version with built-in warp drive code was 1.9. Unsurprisingly, some workarounds had to be done.

  • The warp drives have been implemented as jump drives, meaning jumps are instant and warp has to be simulated.
  • So, when a fleet with warp drives executes a "warp" jump, it is immediately event-locked and a flag set. (As a fallback, the event-lock is released if the flag is not cleared in a different event.)
    • The event lock is done in the event triggered by the jump to block all other orders from being executed until the ship is event-unlocked.
  • A situation is used to show how long until a fleet "arrives" at the destination (read: the current system it is in).
    • Approaches exist to either speed up the warp while risking possible failures, or just keep warping as normal.
  • For some reason, only civilian ships (and possibly single-ship fleets - need testing) can trigger the on_ship_order on-action. An event that triggers on daily (with checks to make sure only a fleet that is jumping is eligible) is used as a workaround.
    • This may affect performance if a large number of fleets are using warp drives.
  • To avoid overwriting files too much, only "No Drive" and "Bio-Drive" options have been overwritten. Countries will start with Warp Drives only if they have the Warp FTL Theory civic, but they can research it otherwise.
    • This is a compromise done to maximize mod compatibility. The affected drives are also not commonly used by playable countries anyway (Bubbles excepting).
  • Some builds have FTL enabled to allow the AI to use warp drives in a limited capacity since the AI just. Doesn't. Know. How. To. Pathfind. Using. Only. Jump. Drives. (Except in wartime, apparently.) After some back-and-forth, I decided on keeping hyper FTL on the warp drives since disabling it also causes bypasses to be unusable for normal players for some reason.

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