Stellaris

Stellaris

#!TanksyTweak - Galaxies (2.0 Legacy Version)
46 Comments
DamnTurk 3 May, 2024 @ 1:47pm 
Would love to see an updated version of this.
Liorans Firefly 28 Nov, 2019 @ 10:13pm 
Any chance for update?)
Tanksy  [author] 8 Jul, 2018 @ 6:36pm 
No, sorry.

I've been pre-occupied with life stuff.

For the most part, calculating the potential max player count relative to the Home Cluster star count, which in turn is going to be relative to the actual Star count, with at least a third being Outer Clusters (For the newly named "Enhanced" Galaxy Size. Vanilla will remain Vanilla, and there will also be a "Pockets" or something where home systems are much larger but outer systems will have very few stars and connections.. And any other ideas I come up with.)
Jadefire 8 Jul, 2018 @ 5:06pm 
So all that's left is UI work?
Tanksy  [author] 5 Jul, 2018 @ 8:00pm 
Update on Galaxies 2:
https://i.imgur.com/SIfUX27.png

The UI work is almost finished, I just need to adjust the few pixel-off measurements, and positions, and of course the Galaxy Settings sliders.
Tanksy  [author] 5 Jul, 2018 @ 3:02pm 
Here's a "Dev Diary Of Sorts"?
http://i68.tinypic.com/2wexlau.png

I'm working on the Multiplayer and Singleplayer GUI screens in order to make viewing the new and longer galaxy size names easier, but as a result I'm going to have to adjust the entire UI so that it's neat.
Tanksy  [author] 29 Jun, 2018 @ 9:34am 
Haven't had the chance to work on it, I was busy on other projects and had to present at an expo so I've not really had time to do any mod work.
Jadefire 27 Jun, 2018 @ 6:19pm 
How's work on the 2.1 version coming?
Jadefire 9 Jun, 2018 @ 8:54am 
Good to hear. I look forward to it.
Tanksy  [author] 8 Jun, 2018 @ 1:36pm 
Soon, I've been playing around with various settings and making some cool scenarios with it.
Jadefire 8 Jun, 2018 @ 11:08am 
Got an estimate on when the 2.1 version will be ready?
Tanksy  [author] 27 May, 2018 @ 3:28pm 
Updated the mod to reflect being a 2.0 "Legacy" version for the coming 2.1 version.
Tanksy  [author] 26 May, 2018 @ 12:35pm 
Quite possibly. I would need to re-make and upload a new mod as I have no access to the old files.
Jadefire 25 May, 2018 @ 10:27pm 
I know that 2.1 altered how galaxies are generated. Is that going to conflict with this mod?
kringus/trifemole 11 May, 2018 @ 10:01pm 
left a comment within "compatibility" that could also be a bug report.
Tanksy  [author] 11 May, 2018 @ 9:10am 
I don't know how it works, I pretty much just copied the settings from No Clustered Starts and reduced the minimum distance a bit to accomodate the smallest galaxies. This issue should only exist when you play using Clustered starts, as that's all that the mod effects, like with my intergration of it. It's pretty much one cluster with everyone an equal-ish distance. Try playing in Multiplayer by yourself, you can set it so that each player is spaced equally yourself using one of the start options -- this might solve your issue.
NewAgeKid52 9 May, 2018 @ 9:53pm 
I was wondering if it would be possible if you could release a version of this that has "No Clustered Starts"-mod type empire spacing. I like playing a Huge Galaxy using this mod (1660 stars) with like 50-60+ empires, but I noticed they spawn too close to each other and the lower 1/3rd crest shape on the other side of the galaxy has no one there. I think it'd be nice to have empire spacing be more like the No Clustered Start mod for a version of this.
kringus/trifemole 5 May, 2018 @ 2:42am 
Oh, and while I may have misunderstood the communications between you and Iron Knight, I think he was referring to the fact that the next expansion/major update will include the "L-cluster" feature in which disconnected clusters can be linked to through natural (and special) wormhole/gate.
kringus/trifemole 5 May, 2018 @ 2:38am 
Vastly underappreciated mod you've got here, it really enables a much more diverse level of replayability. I was going to gift you apocalypse so you could address marauders (and because you deserve a gift for your work) but then I realized I'm a broke college student who can't afford gas.
Iron knight Fe 2 Mar, 2018 @ 5:52am 
thanks for taking the time to look/check


((now that you mention changing hyperlans with an event it makes me think of something funy and a little evil an a event that every so ofen re rolled the galaxies hyperlans ..)
lol ....
.... it's so dastardly evil )
Tanksy  [author] 2 Mar, 2018 @ 3:24am 
I understand you completely but it's not physically possible from the galaxy map files. Unless there's some way to break an existing hyperlane through an event, it might be worth looking into that.

Also just a notice; I've updated the mod and description.
Iron knight Fe 2 Mar, 2018 @ 3:11am 
sorry if my coments seem a litle rude or abrasive i just tend to have dificulty geting my pont across using text so when i do manage to get my pont a cross it has a tendency to look a litle snobbish/belittling
Iron knight Fe 2 Mar, 2018 @ 2:59am 
let me redifine what i mean, the stars in the clusters should be connected but the seprate clusters mustn't be connected using hyperlanes so there for they must use wromholes or jump gates witch intern would give them more value / use

ok here's another way of puting it it's like having two galaxies and the wormholes/jump gates are the only things that can take you from one to the other
Tanksy  [author] 2 Mar, 2018 @ 2:52am 
Okay, there's a large change going to be made -- Having 0x Hyperlanes seems to maximize the number of hyperlanes a star can have, so a star WILL connect with EVERY neighbour. It's like 5x Hyperlanes, but with absolutely no hyperlane left out.

So I'm going to change the settings a little. It also seems like I can't cause there to be a break in hyperlanes.
Tanksy  [author] 2 Mar, 2018 @ 2:31am 
Well I've allowed you to lower the number of Hyperlanes all the way down to 0x if you so wish (Though that would mean no travelling anywhere without wormholes). I don't know how the really low numbers would play out, because I haven't yet tried it. I'll try something and let you know
Iron knight Fe 2 Mar, 2018 @ 2:09am 
with the new update it is now plasible to have two or more completly diconected star clusters that can then be reconected mid to late game with the new wormholes and jump gate megastructers any plans on makeing that a thig in this mod
Tanksy  [author] 2 Mar, 2018 @ 1:55am 
@Iron Knight Fe

Quite possibly, but I don't think that mod affects galaxy types, only graphics. In-fact, this mod includes the same core graphic file from that mod as there's now stars in the Core.
Liorans Firefly 1 Mar, 2018 @ 8:38pm 
Tanksy , hello! Thanks for your answer.
Iron knight Fe 1 Mar, 2018 @ 6:06pm 
will this mod overide Enhanced Galaxy - Dark Core 2.0 ?
Tanksy  [author] 28 Feb, 2018 @ 5:34pm 
That's because there's 1 star per player and you have more than 66 empires
Tellik 28 Feb, 2018 @ 3:12pm 
Just FYI, since it took me a bit to narrow this down, there's an immediate crash to desktop if you try creating a galaxy that's too small with too many AI. (Such as a galaxy with 66 stars and maxing out AI, along with having fallen AI and marauders.)
Tanksy  [author] 27 Feb, 2018 @ 12:52pm 
Hi! It looks like both of our mods affect maps in very similar ways. We would have to look at the similarities and merging the maps -- One thing I can think of is combining my Core usage with his Nebula changes, as my nebula changes generally try to stick to Vanilla values whilst he has clearly tried to make them a lot more of a strategic asset. My map sizes are also generally vanilla whilst he has expanded every map size to the 450 radius. What I could do then with my compatibility patch is also set my galaxy sizes to be the same. You would have to deal with the fact there's two extra Huge sizes, but it's not a big deal as the star counts are different.

I'll have a look into it later and come up with something soon.
Liorans Firefly 27 Feb, 2018 @ 1:17am 
Hey, Tanksy! Thank you so much for your good work.
Can you please make compability patch with this mod? It looks very interesting.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=922484126
ANFP: Less Habitable Planets
Tanksy  [author] 24 Feb, 2018 @ 11:55am 
Updated to 2.0.* and tweaked some numbers around, I've also included a small change to make Core darker so you can see the systems in there. Let me know if you like it or not.
henk 31 Jan, 2018 @ 11:50am 
Thankyou Tansky, if you need anything tested. Feel free to ask me, I'd love to help(if I have time)
Tanksy  [author] 31 Jan, 2018 @ 11:43am 
Pretty sure they wont, no. They seem to just add galaxy sizes -- much like this mod. If it changes galaxy type, then the scaling might not be in-line but it's a minor detail that would be fine to sacrifice for another mod. I'll take a look when I'm free.
henk 31 Jan, 2018 @ 9:40am 
Will this conflict with E.G larger galaxies sizes and E.G Larger Galaxy(the one that scales down FTL speed ?)
Tanksy  [author] 27 Jan, 2018 @ 10:11am 
@伊莉雅
I've updated the mod to remove any over-writing localisation files.

As a result, you don't see the Radius of the galaxy anymore. But it won't break localisation.
雅儿Illya 27 Jan, 2018 @ 4:30am 
你的mod更新之后和现有的所有汉化mod冲突.
Your mod updates after conflict with all existing Chinese mod.
Mikado 26 Jan, 2018 @ 11:28pm 
I like.
Thanks for this work.
Tanksy  [author] 26 Jan, 2018 @ 10:25am 
R is Radius and S is Stars
Bambaro 26 Jan, 2018 @ 6:50am 
so what do the two numbers on the end of the difrent sizes actualy mean?
Tanksy  [author] 24 Jan, 2018 @ 9:32pm 
@xnadu27
Whichever mod loads last in the load order will overtake it, so I would assume my galaxy rules would take over. This mod doesn't affect Fallen Empires at all, except for on map generation where I've implemented the "No Clustered Starts" rules. This is only the distances they can generate from a player, their max fleets they can start with, and how many ships are in a fleet (Both of these two are the vanilla values, however. Fallen Empires Expanded may change this, in which case my mod may revert it. I'll take a look at that mod and see, and make a compatibility patch if need be.)
Chastity the Celibate 24 Jan, 2018 @ 6:12pm 
Fallen Empires Expanded includes No Clustered Start, will they conflict?
Kepler68 23 Jan, 2018 @ 1:34pm 
oooo really cool!
Sklunstu 22 Jan, 2018 @ 8:06pm 
Very, very cool. Well done.