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Bug note: events Line 1518 is missing "to = event_target:ehl_disentangler_target_1" so occasionally that event does not work.
ETA: likely within 1-2 weeks.
Please update. I love this mod.
Turns out it was working though and I just had a very long stroke of bad luck were a hyperlane just would not be constructed.
As a sidenote, I would set AI weights for the Progenitor and especially the Disentangler to 0 instead of 10. Maybe allow the Disentangler outside of chokepoints.
I will check that out, it's a rather unwieldy solution but I haven't found any method to fix the overflow bug.
Aside from that it should be working 100% on the current version. I've tested before. If you switch empires at the start of the game, through the console, it would cause issues. It's critical that the starting event fires.
Otherwise did you use custom settings?
Is there a way to check whether or not the mod is working? It's kind of hard to tell but my galaxy seems stagnant.
I've had some systems become isolated from the greater hyperlane network by them, so theoretically you can wait for it to lose the right connections, then use a registrar to keep it that way.
The only other ones I can think of are certain ascension perks from 'Unique Ascension Perks', and possibly the isolated systems generated with 'Event Horizon Offset Facility', but those are both post-initial generation, and I don't know if they'll count, or if there's even a distinction.
Yes it can, I try to make it as compatible as I possible but somethings slip by.
I can push an update tomorrow to make it compatible, but it will only fix the issue going forward. probably can't undue an existing issue.
I'm cautious of running both this and, say, the recently-released 'Slightly More Celestial Objects' mod.
I also wanted to make some adjustments to my mod list, since I found some overlap in playing (Nyblax and Infinity Stones do much of the same, though Nyblax with much more of a Stellaris style to it, and probably a lot more content).
Oh, and I have a little request, any chance you keep the former 2.3 version on steam workshop as a different upload, so we might continue to play with that one as well / finish our running games? Thank you so much <3
I'm assuming I'll need to start a new game to get the full experience, though, but that's what I get for being impatient.
Reworked entire mod from the ground up.
Added Custom Settings chosen at game start.
Hyperlanes now appear every 1-2 years(Hopefully evens out lag a bit)
Added a new early game technology, Hyperlane Manipulation which unlocks 3X new starbase buildings, Hyperlane Progenitor, Disentangler, Registrar
Players can now directly manipulate the Hyperlane network through these buildings for an energy cost.
Reimplemented a slightly buffed version of the old Hyperlane Registrar
Vanilla Hyperlane Registrar renamed to Trade Way Station(Functions exactly the same)
Removed Void Touched Civic(I intend to rework this into an Origin and give it more love)
The 'distance' AI decision adjustment thing appears to have overflown in to the positive infinity something, so they'll always accept deals which have distance as a component.
I'm guessing this is because there's not an actual route between us at this point, so it goes a bit wonky.
I don't know if you've solved this in the upcoming update, but it's been wreaking havoc on my federation's cohesion as people constantly join and leave because their minds are having a fit.
I don't know what timezone the author is in, so even if the 24th estimate is accurate, I'm not sure if that's tomorrow or the day after, which feels too long and too uncertain for me to wait any longer.
I'm sure the update will be fantastic and bring a new zest to the mod and gameplay as a whole, but I'm just wanting to play at the moment with my slightly more minimal modset.
However, I am curious: Was the galaxy somewhat disconnected near the start of the game? Isolated stars and all?
I am unfortunately getting a bit antsy to start a game with this mod, but simultaneously concerned that I'll need to start over shortly in to it.
I'm really looking forward to it; it seems like a very enjoyable change to gameplay.
About progenitor changes, hiding it behind a technology is perfectly fine. However, i am not sure i would want to choose the outcome, since that randomness involved added so much spice to the game. My understanding was, that the technology altering hyperlanes was so highly sophisticated, that noone could ever control it to the fullest. It might also be worth a try (dunno if game limitations allow you) to get results like hyperlanes being "bent" to other systems, instead of being deleted or added only.
Please do also look into registrars and consider, if they could have some low change to fail, times, in order to keep some of the surprise momentum. I wouldnt mind adding sliders for these functions either, but i perfectly know how much work you have to put into this, to make it work at all. I would be willing to playtest ideas if you were looking for someone doing that. Thanks again.
Thanks for working to update your mod! Can't fathom getting back into Stellaris without it. Your mod single-handedly kept exploration relevant into the late game.