Stellaris

Stellaris

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Starbase Protection Range Extended (Depreciated)
   
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Dec 16, 2018 @ 1:42pm
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Starbase Protection Range Extended (Depreciated)

Description
Adds a new starbase building that provides trade route protection range.

By request, this is the reduced version of Starbase Trade Patrols, providing additional Trade Protection Range without additional Trade Protection.

Note: I have tweaked and rolled the functionality of this mod into Starbase Trade Patrols. Thus I'll be abandoning this mod, but leaving it up for use.

Tested to work with 2.2.1 and 2.2.2.

New Technology

Sector Patrol Office
Requires Trading, Strikecraft, Starhold

New Starbase Building

Sector Patrol Office
Requires Starhold, Trade Hub, Hangar Bay
Cost to Build: 150 Energy, 150 Alloys, 25 Rare Crystals - Upkeep: -5 Energy, -2 Alloys
+1 Trade Protection Range for each Trade Hub present

Note: For those using mods that add starbase modules, Trade Protection Range value is capped at +6.

Balance
Not tested for balance. This will be overpowered compared to base game, due to extended Protection Range provided.

Compatability
Does not alter core game files. Should be widely compatible, but not verified. It does work with NSC, but exaserbates the end-of-day lag in 2.2.1, and NCS is currently not working for 2.2.2.

Please leave feedback in comments. Thank you.

Changelog
v1.0: Initial release.

My Mods
AdminCap Buildings and Jobs, adds buildings and jobs that increase Admin Cap.
Starbase Trade Patrols, adds starbase building that provides enhanced trade route protection.
Starbase Protection Range Extended, adds starbase building that extends trade route protection range.
14 Comments
Delaidra  [author] Dec 20, 2018 @ 6:51am 
Rolled the functionallity into the main mod Starbase Trade Patrols.
Fishbones Dec 17, 2018 @ 11:16pm 
you accidentally added trade protection back into the description :P
Delaidra  [author] Dec 17, 2018 @ 8:15pm 
@eldiabs
I have updated the description to clarify the impact on 2.2.1 performance, and NSC state for 2.2.2.
Delaidra  [author] Dec 17, 2018 @ 7:16pm 
I went the other way and turned off NSC to use 2.2.2.

It looks like there are some other modders that found a work around to the performance issue in 2.2.1.
eldiabs Dec 17, 2018 @ 3:10am 
NSC doesn't actually work with 2.2.2. AI won't build a single military ship with that mod enabled on the beta.

There are reports on the forums from numerous people stating that there are general performance improvements with the beta, but the root cause hasn't been fixed. Unless they recently updated the beta? Haven't checked...refuse to give up NSC...haha.
Delaidra  [author] Dec 16, 2018 @ 9:49pm 
Works fine with NSC. Tested an edge case in a previous save - 6000 stars, several hundred controlled systems, couple hundred starbases/colonies, several dozen trade stations, several dozen gateways, L-cluster, etc.. This game stopped running in 2.2.1 at ~1/4 the size due to the end-of-day stutter and no mods. I then loaded w/ 2.2.2 beta, ESC, +36 building worlds (modded save file), Gigastructural Engineering, and played it to ~2550.

Without NSC and this mod, my days take ~1/4 s to process, and months ~5 s. I used insta-build to turn all trade stations into Solar Strongholds with full Trade Hub / Hangars (in different combinations) and the Sector Patrol Office, and let it run a few months. There was no noticable change in end-of-day / end-of-month processing time.

This is on an i5-3330, GTX 1060 6 GB, 16 GB, 860 EVO 500 GB, 1920x1200 max graphics settings.

Thus, it seems this issue is on Paradox's side, and they have fixed it.

Hope that helps.
Delaidra  [author] Dec 16, 2018 @ 9:16pm 
Updated the description to clarify that Trade Protection Range is capped at +6.
Delaidra  [author] Dec 16, 2018 @ 8:48pm 
You can manually set your trade routes if desired, which helps with some of the strange pathing choices the AI makes. Best I can tell, 2.2.1 has severe end-of-day stutter w/ or w/o this mod, while 2.2.2 is working fine w/ it on a large late-game galaxy.

That mod just alters a line in the defines table to give a large base protection value, such that you can ignore piracy effects.
eldiabs Dec 16, 2018 @ 6:42pm 
Yeah it's most definitely going to show up if anyone uses this with NSC or builds more than a couple of gateways and starbases. Seems like it's an issue that's always been there, but with how they set up trade protection range pathfinding in the 2.2, the game can loop itself into a basically unplayable state as it tries to route and reroute trade lanes. Especially bad with gateways. Combine that with the piracy stuff, and everything the AI players are building...poof.

There's a mod out there that completely removes the trade protection range, and I can actually play a medium size galaxy with gateways and NSC starbases all over the place. Plays like a pre 2.2 game now. Before, with trade protection range modules stacked up, and gateways stacked up, things bogged down to a near stop. Something like 2-3 second ticks for every game day.
Delaidra  [author] Dec 16, 2018 @ 6:06pm 
The end of day stutter is fixed for 2.2.2, though some are still reporting it. I agree that the range bug that seems to have been introduced in 2.2.2 is pretty anoying for starbase placement.