Stellaris

Stellaris

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Big Ass Map Pack 4
   
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28 Jun @ 3:30pm
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Big Ass Map Pack 4

Description
--------------This for 4.0----------

For 3.8.* Go Here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2495259768

For 1.9 go here:https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=905588418

For 2.7, look here:https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1311570406

***Name List Mod Is HIGHLY RECOMENDED Or you will have a lot of starts with no names.***

***If you like it, please rate it. :) ***

______________________________________________________

So, what dose this mod include?New galaxy sizes. 22 of them.

More Wormholes and Gates for the bigger maps, less on the single small map.

Bit of info on the following maps:>
S = Stars>
WP = Wormhole Pairs>
GN = Gate Number>
EC = Empire Count

MAP LIST

"Micro" - S=150 WP=1, GN=3, FE=2, M=2Perfict for a 1v1 with a frined, or AI.

"Enormous" - S=1500, WP=5, GN=5, EC=25"Jumbo" - S=2000, WP=5, GN=5, EC=30
"Substantial" - S=2500, WP=5, GN=5, EC=30"Massive" - S=3000, WP=6, GN=6, EC=30
"Bulky" - S=3500, WP=6, GN=6, EC=30
"Mammoth" - S=4000, WP=6, GN=6, EC=30
"Gargantuan" - S=4500, WP=7, GN=7, EC=30
"Walloping" - S=5000, WP=7, GN=7, EC=50
"Gigantic" - S=5500, WP=7, GN=7, EC=55
"Awesome" - S=6000, WP=8, GN=8, EC=60
"Copious" - S=6500, WP=8, GN=8, EC=65
"Tremendous" - S=7000, WP=8, GN=8, EC=70
"Hulking" - S=7500, WP=9, GN=9, EC=75
"Alarming" - S=8000, WP=9, GN=9, EC=80
"Vast" - S=8500, WP=9, GN=9, EC=85
"Superabundant" - S=9000, WP=10, GN=10, EC=90
"Overflowing" - S=9500, WP=10, GN=10, EC=95
"Brobdingnagian" - S=10000, WP=10, GN=10, EC=99

Note: Theses maps are quite a bit larger, and why 100 is the max, I recommend starting AI on a low count, and seeing how it goes. Only PCs with the dankest CPUs are going to be able to deal with theses monsters.
"X" - S=20000, WP=50, GN=50, EC=100
"XX" - S=30000, WP=100, GN=100, EC=100 (may not work, use at your own risk)
"XXX" - S=40000, WP=100, GN=100, EC=100 (may not work, use at your own risk)

Nebular Maps: The following maps are designed to try and cover the whole map in nebular.
S = Stars>
NN = Nebular Number>
NS = Nebular Size>
ND = Nebular Min Distance

"Adventure" - S=1000, WP=6, GN=6, EC=20, NN=20, NS=100, ND=100
"Expedition" - S=2000, WP=5, GN=5, EC=30, NN=25, NS=100, ND=100
"The Quest" - S=3000, WP=6, GN=6, EC=30, NN=30, NS=100, ND=100
28 Comments
Marik Marauder 7 Jul @ 1:01pm 
the main menu, only when it crashed or I responded to you did I quit to desktop.
The Jagji  [author] 6 Jul @ 8:51pm 
Thats... odd.

Did you quit out of the game between tests, or just quit to main menu?
Marik Marauder 6 Jul @ 7:07pm 
Something odd happened. I returned hyperlane density back to 1.0x, removed fallen empires and advanced AI starts, and started off with just 1 AI.
Loaded in, no problem, and even the day 4 buffer was almost non-existent. upped to 2 AI, same good news.
Upped it to 7, and then it crashed during the loading screen. Dropped to 5, then 3, with the same result. Dropped back down to 2, and despite working the first try, it crashed this time.
The Jagji  [author] 6 Jul @ 6:29pm 
Yeah, it mostly is to do with the games own limits, its about finding out what is doing the limiting and how far you can take it before the limit is to much.
The Jagji  [author] 6 Jul @ 6:27pm 
Yep. And ok, so that removes that as a possible thing.

Maybe see if dropping the AI count back to 1, and then test to see how many you can get to before it crashes?
Marik Marauder 6 Jul @ 6:26pm 
With all this testing, I'm starting to think it's not mod incompatibility, but engine limitation. As in, there's only so many more systems, with so much more system types, planet types, galaxy expansions, etc. that it's willing to support before the engine just says "duck this schnit, I'm out."
Marik Marauder 6 Jul @ 6:20pm 
reduced Hyperlane Density down to the lowest of 0.5x, and it still crashed on 3k 4-arm with all my mods on.
Marik Marauder 6 Jul @ 6:15pm 
hyperlane density, right?
Marik Marauder 6 Jul @ 6:12pm 
What's the jump lane gen again? Haven't played in 6 years until the past week-ish.
The Jagji  [author] 6 Jul @ 6:11pm 
I can't do any more testing till latter, but I wanted to see something. If you drop the Jump lane gen down to its lowest, and see if that helps?