Advanced Jump Drives (2.2+)
Spaceships, Technologies
See Change Notes for the latest info.
12/20/2018 : Now, I cleaned up the mod. Yes, that even script is gone now, since the mod has to be adjusted even further from 2.0 version at this point. I also changed an interface file to avoid potential mod comp issues. Of course, the costs of the drives are adjusted for new 2.2 economics.
If there is any problems, feel free to report.
5...
Author: Will pick sniper
Created: 21 Jul, 2016 @ 3:44am
Updated: 20 Dec, 2018 @ 8:28am
Subscribers: 6076
Size (unpacked) : 0.181 MB
See Change Notes for the latest info.
12/20/2018 : Now, I cleaned up the mod. Yes, that even script is gone now, since the mod has to be adjusted even further from 2.0 version at this point. I also changed an interface file to avoid potential mod comp issues. Of course, the costs of the drives are adjusted for new 2.2 economics.
If there is any problems, feel free to report.
5/23/2018 : So guys, as of 2.1. Paradox decided that we are too nimble to have jump drive cooldown variation; now the cooldown time cannot be altered. Also it was nerfed from 120 days to 200 days.
This patch does nothing except making cooldown time for all jump drive to 200 days to 30 days. Let's pretend it is nerf to Jump Drive 5 and buff to everything else.
For those who are staying at 2.0, you can just nuke 'defines' folder inside of the zip file of this mod. I did not remove event script.
3/6/2018 : I finally played one game long enough to see Colossus and found out why Jump Drives were unavailable to that ship. Now it is fixed and Colossus should have access to all drives now.
2/27/2018 : Fourth time now!
2/25/2018 : Third time for a charm. Yet another, vastly improved event code for cooldown times. This should work very well now.
02/24/2018 : Fixed the tech file. Previouslyt updated one was using old 1.8 file for no reason.
02/24/2018 : Updated for 2.0! Adjusted stuffs for new Jump Drive Mechanics.
Now, better Jump Drive technology will reduce the cooldown time. Starting from original 120 days, 90 days, 60 days, 30 days and finally mere 15 days for level 5 Jump Drive.
The catch is that I can only apply cooldown time reduction to entire country rather than specific ship equipped it. It means even if one ship is outdated and have only original level 1 Jump Drive, it will enjoy reduced cooldown time if a player has better Jump Drive technology.
12/10/2017 : Updated for 1.9. So, instead of actually fixing FTL stuffs and/or opening codes so that can be modded, Paradox is going to what Paradox usually does when they meet obstacle; removing problematic feature. I am not sure this mod will survive 2.0 patch guys.
9/21/2017 : Updated for 1.8 There are some additions regarding FTL it seems, so I am going to poke around a bit.
06/15/2017 : Updated for 1.7, and following a suggestion, now tier 4 and tier 5 materalist jump drive is harder to get unless you have fanatic version of materalist.
05/09/2017 : Updated for 1.6.
04/06/2017 : Updated for 1.5.
12/5/2016 : Updated for 1.4.
11/13/2016 : By request, I changed the requirement of level 5 scientist to "higher than level 4" scientist. With this way, things won't get weird when you use mods that gives leaders more than 5 levels.
I also added Curator scientists to have access to these techs too.
11/6/2016 : Now added tier 5 Jump Drive and tier 3 Psi Jump Drive with something more bonus other than bigger range. Also included language files so no more ugly capital words when language other than English is chosen.
11/1/2016 : After consideration and the fact that it makes the multiplayer desync, I deleted modified codings for first Jump Drive and Psi Jump Drive. This will get rid of duplication glitch and hopefully solves desync errors. While getting jump drive got harder, Paradox finally fixed "is_reverse_engineerable" code, so you can now salvage the tech from one of the fallen empire's ship easily. Also you will get 50% of tech progress if you kill Dimensional Horror in Guardians DLC.
Main Features.
1. Adds total of 6 advanced Jump Drives. 4 for normal Jump Drive tech and 2 for Psi version.
You will have no problem getting first 2 advanced versions in normal Jump Drive technology, but the last 2 normal ones and the advanced Psi version will be tricky to obtain. You will need a right person doing the research.
2. This mod will be compatible with pretty much everything except ones that edits anything related to Jump Drive tech.
Planned Feature
1. Brainstorming!
Acknowledgements.
1. Featured in a video by SirTristan.
https://www.youtube.com/watch?v=8aQ9cFVhlxQ
12/20/2018 : Now, I cleaned up the mod. Yes, that even script is gone now, since the mod has to be adjusted even further from 2.0 version at this point. I also changed an interface file to avoid potential mod comp issues. Of course, the costs of the drives are adjusted for new 2.2 economics.
If there is any problems, feel free to report.
5/23/2018 : So guys, as of 2.1. Paradox decided that we are too nimble to have jump drive cooldown variation; now the cooldown time cannot be altered. Also it was nerfed from 120 days to 200 days.
This patch does nothing except making cooldown time for all jump drive to 200 days to 30 days. Let's pretend it is nerf to Jump Drive 5 and buff to everything else.
For those who are staying at 2.0, you can just nuke 'defines' folder inside of the zip file of this mod. I did not remove event script.
3/6/2018 : I finally played one game long enough to see Colossus and found out why Jump Drives were unavailable to that ship. Now it is fixed and Colossus should have access to all drives now.
2/27/2018 : Fourth time now!
2/25/2018 : Third time for a charm. Yet another, vastly improved event code for cooldown times. This should work very well now.
02/24/2018 : Fixed the tech file. Previouslyt updated one was using old 1.8 file for no reason.
02/24/2018 : Updated for 2.0! Adjusted stuffs for new Jump Drive Mechanics.
Now, better Jump Drive technology will reduce the cooldown time. Starting from original 120 days, 90 days, 60 days, 30 days and finally mere 15 days for level 5 Jump Drive.
The catch is that I can only apply cooldown time reduction to entire country rather than specific ship equipped it. It means even if one ship is outdated and have only original level 1 Jump Drive, it will enjoy reduced cooldown time if a player has better Jump Drive technology.
12/10/2017 : Updated for 1.9. So, instead of actually fixing FTL stuffs and/or opening codes so that can be modded, Paradox is going to what Paradox usually does when they meet obstacle; removing problematic feature. I am not sure this mod will survive 2.0 patch guys.
9/21/2017 : Updated for 1.8 There are some additions regarding FTL it seems, so I am going to poke around a bit.
06/15/2017 : Updated for 1.7, and following a suggestion, now tier 4 and tier 5 materalist jump drive is harder to get unless you have fanatic version of materalist.
05/09/2017 : Updated for 1.6.
04/06/2017 : Updated for 1.5.
12/5/2016 : Updated for 1.4.
11/13/2016 : By request, I changed the requirement of level 5 scientist to "higher than level 4" scientist. With this way, things won't get weird when you use mods that gives leaders more than 5 levels.
I also added Curator scientists to have access to these techs too.
11/6/2016 : Now added tier 5 Jump Drive and tier 3 Psi Jump Drive with something more bonus other than bigger range. Also included language files so no more ugly capital words when language other than English is chosen.
11/1/2016 : After consideration and the fact that it makes the multiplayer desync, I deleted modified codings for first Jump Drive and Psi Jump Drive. This will get rid of duplication glitch and hopefully solves desync errors. While getting jump drive got harder, Paradox finally fixed "is_reverse_engineerable" code, so you can now salvage the tech from one of the fallen empire's ship easily. Also you will get 50% of tech progress if you kill Dimensional Horror in Guardians DLC.
Main Features.
1. Adds total of 6 advanced Jump Drives. 4 for normal Jump Drive tech and 2 for Psi version.
You will have no problem getting first 2 advanced versions in normal Jump Drive technology, but the last 2 normal ones and the advanced Psi version will be tricky to obtain. You will need a right person doing the research.
2. This mod will be compatible with pretty much everything except ones that edits anything related to Jump Drive tech.
Planned Feature
1. Brainstorming!
Acknowledgements.
1. Featured in a video by SirTristan.
https://www.youtube.com/watch?v=8aQ9cFVhlxQ
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