Stellaris

Stellaris

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Yet Another Galaxy Enhancement Mod
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11 mar, 2018 @ 7:19
8 maj @ 20:36
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Yet Another Galaxy Enhancement Mod

I 1 samling av Ariphaos
Ariphaos Personal Modlist
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Use the Elliptical galaxy shapes to navigate between densities. You will not see many new galaxy sizes unless you do this!

Legacy version for 3.5 and earlier can be found here.

This mod does several things for galaxy generation. Takes advantage of the new 'cluster' generation.

It operates on the principle of least surprise. Maxing out both primitives and advanced start empires will cause a lot of advanced starts to fail to generate.

Commentary is welcome, but this is first and foremost my own personal mapgen mod.

========================================================================

1) Tweaks galaxy generation to produce somewhat less mazy results on 1.0 hyperlane gen. Larger clusters, sometimes with higher than vanilla internal connections, with more bridges for empire starting clusters, making them less likely to get boxed in.

2) Adds about 3,700 new star names, 200 new black hole names, 48 new species names, and some other base names. These are more curated than most other namelists you will find.

3) It adds several new galaxy sizes.

- Massive (1,250 stars): At this size, all leviathans should spawn, but may be missed as some stars will fail to generate. Not much slower than 1k star galaxies, generates in reasonable time. Guarantees all special spawns except for the ruined megastructures, Sanctuary, Zanaam, and max gateways. Recommended This is a pretty good balance for seeing most things in a galaxy and performance.

- Enormous (1,500 stars): Performance here is still 'okay', especially if you cut down on habitable worlds. No leviathans will be missed due to stars failing to spawn.

- Gargantuan (2,000 stars): Practically guarantees maximum gateways. As of 3.3 fairly decent, in my opinion.

- Titanic (2,500 stars): You will likely need ~4 gigs of free RAM for the endgame. Guarantees all special spawns except for the Ruined Dyson Sphere (SSC=2), Sanctuary (SSC=2), Zanaam (SSC=3), and the Ruined Ringworld (SSC=3), though some may be missed from a failed spawn.

Note that some stars will fail to generate. This isn't so bad below 3k stars; you lose about 20-30 spawns, from 'Massive' to 'Titanic'. This gets far more noticeable in the Colossal settings.

The Colossal presets. With Stellaris now 64 bits, truly massive galaxies are now possible to generate.

Warning You will need to be very patient for cache rebuilds. The L-Cluster - and any mod that does something similar - will take a very long time to perform a proper cache rebuild, so understand if it's not open yet, the game may appear to hang and go 'not responding' for a very, very long time. This has not actually crashed on me, but it sure can look like one.

Certain things take exponentially more time as the galaxy grows. In general, playing on these settings is more for bragging rights or perhaps as a setting design aid.

- Colossal 3k (3,000 stars): No guaranteed advantages over Titanic, except there is no chance a failed spawn will clobber something. I'm actually considering running this or 4k as a standard game now.

- Colossal 4k (4,000 stars): Guarantees Zanaam and the Ruined Ringworld. I've currently played this through about 100 years in, though it is more of a 'play while doing something else' sort of game.

- Colossal 5k (5,000 stars): Guarantees everything unless a spawn fails, which usually around 100 do. Generation takes about 40 minutes on my laptop. Civilizations can get blocked if you try to max out everything.

- Colossal 6k (6,000 stars): Guarantees everything.

The Ridiculous presets have been disabled as Stellaris caan no longer generate them on my machine. Or most peoples'.

4) Tweaks galactic map scale and camera settings so you can actually view the entire galaxy and still see the stars as all distinct, even on 5k.

5) Increases the number of precursor systems. They default to raw numbers rather than percentages of the galaxy, unfortunately. This means they will be pretty sparse at high values, still, and playing on sub 1k galaxies will have a lot of systems with multiple precursors.

6) Fixed ring galaxies boxing out. They'll seem a bit smaller/fatter, however.

7) [s]Increased fallen empire limit, to 6/8/10/12 for the four 'core' sizes and 12 for the colossals, forr those with mods adding more fallen empires. [/s] This no longer seems to work, sadly.

8) Massively increased potential AI selection. Various things break if I try to force more than 80 to work, unfortunately.

9) If you choose 'Cluster' for starting empire placement, it will now behave as per 'no clustered starts'.

========================================================================

Future Plans

Add enough star names so I can pull the IAU, Constellation, and Exalted names out, possibly into their own mods. Do something different with Exalted - maybe its own namelist.
Add more empire and species names. Starting to get repetetive.

========================================================================

My Main Stellaris Mods
=============================

These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Biopsionic Mastery enables biological ascension to be combined with others while using my patch.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.
  • AI-Player Exclusive Archaeology - Makes a set of AI only dig sites, so the player can enjoy the rest.
  • All Systems Spawn - What it says on the tin. Spawns all rare systems, leviathans, and [REDACTED]

My Other Stellaris Mods
=============================

These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.

Supporting Me
=============================

I now have a Patreon:

[patreon.com]
Populära diskussioner Visa alla (1)
10
30 mar, 2023 @ 18:29
20K Stress Test
TrueWolves
364 kommentarer
Ariphaos  [skapare] 21 maj @ 23:43 
@Kepos if this mod is below your visual mods, as per your guide, then yes it is likely overwriting something. You will need to either make a patch or disable this mod after generating your galaxy. My unofficial patch now handles large galaxies without regard to how they were generated, so disabling YAGEM after is no issue.

@SomeofDeez That's really what the 1250 and 1500 star starts are for. The former in theory guarantees all leviathans and a few other unique systems will spawn, though there is a small chance the spawn will fail. If you want everything, check my All Systems Spawn mod, linked above.
SomeofDeez 21 maj @ 23:24 
Hi, I was wondering if you could just make an adjustment for 1150 stars or even 1125 just so unique planets can spawn with a better chance?
Kepos 19 maj @ 2:38 
@Ariphaos
By following my Mod Load Order Guide YAGEM is in the upper third of the list (section IV - 4). I tested to put Audie's mod down to the end of the list, but not the opposite as I prefer IHaFoF to stay active. Switching your mod off ended the issues.
Ariphaos  [skapare] 17 maj @ 19:26 
@Kepos is YAGEM really low in your mod order?

If so and you move it up, does it look shifted?
Kepos 17 maj @ 3:27 
@Ariphaos
Sorry to note, that this mod is causing hyperlanes near the homeworld to be not visible.

Here is a snapshot:
https://steamcommunity.com/sharedfiles/filedetails/?id=3245260184

Using most of your other mods and arround 140 mods at all, so it was a bit tricky to identify the issue. Most reasonable there is incompatibility toward one of Audie's mods called Improved Hyperlanes and Fog of War - Standard , which I prefer more to keep.

Would be nice to see adjustment or a patch. Thx!
TrueWolves 9 maj @ 9:38 
Sadly border strength is a define setting that doesn't scale, so it does kinda have to be fine-tuned per desired galaxy sizes any given game. (Or as Ariphaos has put it, a balancing act.)
Ariphaos  [skapare] 8 maj @ 20:38 
@GremlinZD the edge case is because the galaxy size maxes out. I've reduced the radius for the smaller galaxy starts to make this a bit less of an issue.

The other bordergore is because the border strength is set too high for the stars of a given density. Fixing this is kind of a balancing act, I tried to fix it way back when but ended up with holes. I can try again though.
GremlinZD 8 maj @ 15:39 
Hello, great mod. However, I noticed some border gore issues such as that ones included in the screenshots I provided. Is there a way to address this? This was on a elliptical 1250 star galaxy with 60 empires.

https://imgur.com/a/GmM27Uh
Hawks 24 apr @ 13:37 
@vegasnik, @fLaMaster someone made a patch for YAGEM and IBS: https://steamcommunity.com/sharedfiles/filedetails/?id=3116573971
Ariphaos  [skapare] 13 mar @ 18:27 
IIRC it's actually hard-limited to 2 numbers.

I can probably scale them a bit less aggressively, though.