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(I'm using WP's collection mods for better Planet View and I'm suspecting there might be some compatibility issue there)
1. if you set a single "preferred spawn" and you're playing single-player, then the player should always spawn in that location
2. yep, suggestions always welcome, either here or on discord
1. Is there a smooth way to determine which spawning spot on the map is in the script, to be able to assign specific initialiser and force spawn in that spot? If not, would it be possible to implement such feature?
2. Can I send some suggestions for few "quality of life" type of features?
If you are not using a mod like Gigastructures and you do not paint there, there will be no stars in the core (like a vanilla random map). If you want a core (and aren't using Gigastructures), paint there, densely if you want a dense core.
I'm honestly not sure what the size of Gigastructure's core is. I have a TODO to research that, and add an in-app guide to show its extent.
The only thing I can think of is that perhaps Steam did not automatically update the mod for you for some reason (that happens sometimes). You could try unsubscribing and resubscribing. If you keep your custom galaxies in this mod's folder, you'll want to copy them somewhere before unsubscribing.
@EnemyFighter since this mod doesn't affect anything after galaxy gen, you might be able to start a game, then remove the mod and manually edit your save file to re-enable achievements
- Remnant origin had incorrect homeworld
- MSI didn't fully spawn when playing Broken Shackles / Payback
- Player location was not random if you had multiple preferred spawns
If you want to experiment with manually editing the downloaded txt file, see my comment from September 10 about customizing marauder systems (which are essentially unique systems), and TheDongsmasher's reply.
@Captain Bart yep, feedback is always appreciated :) I didn't intend to sound annoyed, just wanted to let you know that I won't get to it soon (a few weeks at the earliest)
@Captain Bart I have a to-do to add a counter, and a to-do to improve the clustering behavior. Life is busy at the moment though
"the max number of AI empires determined by the number of spawn points on the map, but it will always be less than the number of spawn points (2/3). This is a work around for some bugs in static galaxies (empires that aren't counted as AI empires use those spawn points too, and there will be bugs if it runs out of spawn points to use).
I have a to-do to investigate the underlying behavior more thoroughly. Potentially, I can change that so the max AI spawns equals the number of spawn points minus 1 (reserve one for the player). More research needed, so not putting anything in the description or discussion yet"
thanks for the kind words! no vlog, but I do blog (infrequently) at https://oatmeal.gg
besides that, this is awesome mod and i wish some dev-vlog vid on how you menaged to do it :D
https://steamcommunity.com/sharedfiles/filedetails/?id=3573084816
This mod probably works as is with 4.1, but I'll verify and update if needed in the next day or 2
system = { id = "2" position = { x = -355 y = 156 } initializer = marauder_1_1 }
system = { id = "286" position = { x = -368 y = 120 } initializer = marauder_1_3 }
system = { id = "367" position = { x = -343 y = 120 } initializer = marauder_1_2 }
This forces them to spawn even if Marauder Empires are set to off in the galaxy generation settings, but if they are set to randomly spawn, this seems to take the spot of the randomly spawned one.
They appear to be initialized by line number: I made the game generate a ridiculous amount of AI empires(390 in a 400 star galaxy) and an AI took the spot where marauder was supposed to spawn. The marauders did spawn every time when I moved the line of the system they're in to the top of the file, however.
I'm not sure how important order is. Definitely 1_1 should be spawned before 1_2 or 1_3. They might also need to be before random (no "initializer =") systems, so that a random system doesn't use that initializer first. I also don't know if the order that systems are initialized is just by line number (in which case you can just move lines around) or by ID number, which would be trickier since those are also used to link hyperlanes.
Again, please share results if you test this out! I want to write up guides for this later (and maybe someday build it into the app)
I'm now trying to figure out if it's possible to spawn the marauders at a set point. They seem to have a special civic (civic_anarcho_tribalism), so I might just try to do something with that.