Reimplements warp travel within the confines of post-Cherryh/Apocalypse Stellaris.
- Simulates warp travel, complete with variable travel time based on travel distance (minimum 10 days).
- Fleet arrival timers - implemented as situations.
- Notifications for when a fleet has arrived or gone MIA. (Currently reuses ESN alerts to avoid overwriting alerts.txt.)
- Five tiers of warp drives, each with longer range and faster warp speeds.
- New trait: Warp FTL Theory - enhanced warp drives for empire species, and AI will prefer warp drives over hyper drives.
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).
- 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.
For now, due to ongoing rewrite, countries will start with Warp Drives alongside Hyper Drives.
- This is a compromise done to maximize mod compatibility. As of Grand Archive (3.14), most of the affected drives are used by space fauna.
- 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.
There is currently code that start with d225_lib instead of warp_plugin.
These are currently included with the mod, but will be split off in the future prior to ship,
as these are utilities to be used by other applicable mods.