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@blackwater15 Sure. ISBS is all visual, and this mod affects pretty much none of vanilla, so they shouldn't affect each other at all. You'll just have a lot of ships.
@San Felipe What you're describing is already the case - they do spawn and despawn upon reaching their destination.
@daroule1982 This is a little outside of my skillset, but asking around it appears it might be possible, though potentially challenging. It would certainly be cool, but cosmetic things like that will probably be more something for later once more core features are implemented.
I will sadly have to unsubscribe to your mod until I start seeing fewer messages from people about lag issues. Take care and all the best with it.
I remember playing around with the Living Systems(civilian trade?) mod where it would spawn random fleets that would travel to a random system in your empire. But it was purely visual.
Stellaris already has the built-in sector stockpiles, though I'm not sure how usable they are. Maybe just using these sector-wide stockpiles instead of colony-based once would be a usable compromise? At the very least, there is already some implementation of these, and a UI where you can see them.
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As an aside: Another magical thing currently budding me is outposts somehow using guns and rockets to protect trade across several star systems.
I was always annoyed by the presence of magic in Stellaris. Resources magically appearing back home. Energy somehow magically being transfered across huge distances, and used as a currency (how?). Trade just happening, without actually happening on the map. You lose so much possibilities by going for magic instead of proper logistic chains - logistic chains are fun to build, and introduce small puzzles, force you to build fleet bases etc. It's way more interesting to have actual trade routes with neighboring empires rather than have your goods magically transferred via the galactic market.
I'll be watching your further development closely. I didn't think it's possible to introduce freighters to Stellaris, and here you are doing just that. I still see many other hurdles that seem tough to overcome but you seem very able ;)
Thanks much for pointing out the problem and sorry that the fix was delayed!
@the_jevry Yes, their icons show up on the map. I am pretty sure there is not, actually, any way to change this. But I'll look into it, because I agree, it would be nice to not have to see it all the time.
@e4foxtrot Why do you think it's not working? Did you give everything a chance to start spawning and for the mod to start running?
@Pixoibat Sadly this is a fairly performance-heavy mod, so it being demanding on less high end systems, especially if you already have lag with vanilla, isn't a bug, it's just par for the course. There's actually not a whole lot happening on the monthly tick (yet), if you're already hitting heavy lag there that's probably not a great sign.
@Soberlife420 No, nothing in the mod is currently dependent on Megacorp.
my advice: make it so that civ ship icons don't appear on the map unless a specific map view mode has been activated.
it's already annoying to have reinforcement fleets and patrol fleets stuck on the map mode.
trade fleets would make it even worse.
on the other hand it would be nice to switch to civ ship mode if you wnat to target a trade convoy for attacks for example
Please listen to my advice because I've played mods like this before and the one problem that always confronts these mods is late game lag due to build up and the cluttering of ships etc.