Stellaris
[OUTDATED - NEW VERSION IN DESCRIPTION] [ 2.6.x ] - Improved Hyperlanes and Fog of War
76 Yorum
Audie  [yaratıcı] 22 Nis 2024 @ 2:35 
After nearly 5 years, I've finally released a new version. You can find it here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3229378253
Oldhip 24 Şub 2023 @ 22:26 
I cant see anything even though I have explored it
Fayt 4 Haz 2022 @ 15:43 
Has anyone tried this mod in 3.4 ? It's not working for me.
Maritisa 23 Ara 2020 @ 19:16 
I saw! I'm excited!
PvtPlumpkit 23 Ara 2020 @ 16:44 
@Audie Awesome. Looking forward to it
LokiCharms 23 Ara 2020 @ 12:50 
It's about frikkin time for that
Audie  [yaratıcı] 23 Ara 2020 @ 6:45 
@Gagrot @Maritisa

They're adding that in the next update.

https://steamhost.cn/news/app/281990/view/2883956358789889725
PvtPlumpkit 23 Ara 2020 @ 3:12 
Agreed on Keeping Fog of War after meeting others.
Maritisa 28 Eyl 2020 @ 12:13 
Now if only there was a way to restore/keep Fog of War over empires you've encountered so the entire galaxy doesn't light up the moment you meet the galactic community...
Audie  [yaratıcı] 7 Haz 2020 @ 12:41 
Yep.
Wewei 7 Haz 2020 @ 9:26 
2.7.2 ok?
Audie  [yaratıcı] 21 May 2020 @ 21:23 
@AG

Literally in the description.
AG 21 May 2020 @ 21:18 
Any chance doing a mod just for the fog of war?
AprilsRealm 18 May 2020 @ 15:17 
Is there any chance of adding options for IHAFOW galaxy sizes for 800 & 500 Stars?
Audie  [yaratıcı] 28 Mar 2020 @ 18:02 
@Horus

Yeah, I'm not sure what would be causing it aside from a conflicting mod. Try disabling all mods except for this one, start a new game, and see what happens. The mod has been working fine for me.

I'd recommend using Paradoxos Mod Manager if you aren't already. It will tell you if you have any conflicting files between mods and what they are.
Horus 28 Mar 2020 @ 13:02 
I love this mod. Besides without it I would not play Stellaris.
but the travel speed on the hyperlanes remains much too high as if this part of the mod no longer worked. I tried to put this mod at the beginning of the launcher then at the end and it still does not work. on the other hand the fog of war works very well.
what manipulation can i try to solve this problem ?
Maybe I have another conflicting mod ?
Thanks for your help
The Grocer Of Despair 1 Kas 2019 @ 10:24 
Still works.
Marble 28 Eki 2019 @ 14:31 
dose this still work?
Kepos 18 Eki 2019 @ 12:54 
Could we get an update for 2.4?
skyguy5 16 Tem 2019 @ 21:22 
Thanks for the tip, Audie. I appreciate that you monitor the comments section so well!
Audie  [yaratıcı] 13 Tem 2019 @ 2:00 
@skyguy5 You'll need a mod that has expanded namelists, such as "Cybrxkhan's Assortment of Namelists for Stellaris".

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=682691478
skyguy5 13 Tem 2019 @ 1:45 
Having an odd problem. I've been using this mod a lot with small IH galaxies and enjoying it. I decided to move up to a medium IH galaxy and discovered about 1 in 4 systems there are not being named, nor can they be named. It's like the mod ran out of system names. I have a fairly strong rig so I don't think it's an issue with my computer choking on the galaxy gen. Repeated this problem consistently in testing. Anyone else with this issue?
skyguy5 4 Tem 2019 @ 12:14 
@Audie, ah, I see! Hey, is there any way to maintain the new speeds you set for the jumpdrive and still be able to leave the hyperlanes? If not, no worries. Great mod, btw.
Audie  [yaratıcı] 3 Tem 2019 @ 23:23 
@skyguy That's by design.
skyguy5 3 Tem 2019 @ 19:42 
Had a problem getting jump drives to work with this installed. Fixed it by going into IHAFOW\common\component_templates\00_IHAFOW_utilities_drives.txt and changing jumpdrive = no to jumpdrive = yes in the jump drive section.
Audie  [yaratıcı] 8 Haz 2019 @ 0:40 
Possibly. It's beyond my current modding knowledge, but I'd imagine it would be possible to add a popup at the beginning that could add a global buff and allow you to choose how much. I'll add it to my to-do list.
Kepos 8 Haz 2019 @ 0:25 
Sorry to hear that. Please excuse, but the delay gets really annoying on bigger maps.
One last question on that matter: Wouldn't it be possible to get an InGame decission to switch the hyperlane delay and windup/winddown on/off or choose better suiting percentages globaly as other mods do? Thx for your time, @Audie.
Audie  [yaratıcı] 7 Haz 2019 @ 15:55 
No way to do that, unfortunately.
Kepos 7 Haz 2019 @ 11:39 
Short response on my 2.5k testing. It shortly gets the same slow-style play, but now on fast game pace instead of fastest with 5k map.

Probably it would be a good idea to dynamically adjust the windup/winddown and hyperlane speed restrictions the bigger the map gets.
Kepos 7 Haz 2019 @ 3:25 
Thx @Audie for the fast answer. :steamhappy:

Yeah, seems the 5k map causes it, while it took 15-20min to generate the map in combination with some exhausting mods from my collection like Evolvling Hyperlanes .

Will try with 2.5k next...
Audie  [yaratıcı] 6 Haz 2019 @ 18:09 
Times are still the same. Probably the 5k star map, since that lags and stutters even for me. If you watch the ships cross the hyperlanes they will probably have slow, choppy movement, even after about 20 years have passed.

2500 stars with 100 empires seems to run reasonably well and takes less than 5 minutes to start a new map.
Kepos 6 Haz 2019 @ 11:03 
Thx for your fast update @Audie! :steamhappy:

Just in case...did you change the delay of hyperlane speed + windup + winddown time?

Before on 2.2.7, I used to play at normal speed, now I play on fastest and it is still absolutely slow. Probably they changed some basic frames with 2.3? Otherwise it has to be the 5k systems map I am currently testing... :P
Audie  [yaratıcı] 5 Haz 2019 @ 14:01 
It works fine for 2.3.
Kepos 5 Haz 2019 @ 4:50 
Any chance to get a 2.3 update soon? Really miss that 'darkness' in space... :Diplomat:
WHR | TMaekler 9 May 2019 @ 10:03 
Is the different way of hyperlane generation limited to your galaxy size options or does that work generally for all vanilla size setups?
Audie  [yaratıcı] 25 Nis 2019 @ 19:30 
They should work just fine with this mod.
San-Kyu 25 Nis 2019 @ 4:05 
Is this mod compatible with combat overhaul mods like Improved Space Battles (both graphic and balance) as well as AI mods like Glavius'? There are new units and spaceport modules I see here and I'm concerned whether or not the AI can use these things.

The increased travel time I can see be a big game changer from the logistical benefits it brings.
Cranky 17 Nis 2019 @ 19:17 
why did I never see the hyperspace conduit
Hunter 495 23 Mar 2019 @ 7:47 
could you make a standalone version with just the fog of war, I use modded shipsets and don't think the hyperspace conduit will work with them
Audie  [yaratıcı] 29 Oca 2019 @ 17:56 
Re-enabling jump drives is pretty easy. Just open the mod archive, navigate to "\common\component_templates\00_IHAFOW_utilities_drives.txt" and then change both of the "jumpdrive = no" lines to "jumpdrive = yes". You'll need to do this whenever I update the mod, which isn't too often.
Shrooblord 29 Oca 2019 @ 17:34 
Yeah, same question as Gavril. I had a really good feeling and was getting really excited for this mod until I read you removed Jump and Psi Drives' jump functionality. They're super-ace techs that add massively to my enjoyment in the game; abusing their speed and functionality tactically is what makes researching their techs so cool. Honestly I play Psionics *specifically* for the Psi Drive.

I'm still super hyped for the rest of the functionality in this mod though -- would love an "untouched jump drives" version. Subscribed to this thread so I can see what you say. ^^
The_SA_Guy 22 Oca 2019 @ 11:39 
I also would like to see only fog of war and more strategic hyperlanes?

I get how slow hyperplane speed reduction is cool, but really slows my game down a lot and a little frustrating after a while.
Sick#Rabbid 20 Oca 2019 @ 6:05 
Is there a mod with only fog of war and more strategic hyperlanes?
Gavril 12 Oca 2019 @ 22:16 
uh, would it be possible to have the jump drive jump as an option? I really like their functionality. Or, could you tell me how to add it back in? I'm looking forward to using this mod.
Kepos 12 Oca 2019 @ 9:47 
An excellent mod that greatly enhances immersion. :steamhappy:
Thewizardguy 11 Oca 2019 @ 4:54 
Thank you! I thought the Legacy version would be a 2.0 compatible variant. Silly me for not checking. Liked and favourited!
Audie  [yaratıcı] 7 Oca 2019 @ 6:00 
@ Thewizardguy

At the bottom of the description.
Thewizardguy 7 Oca 2019 @ 4:18 
I absolutely love the fog of war effect.

I absolutely hate the slowing of interstellar movement.

Is it possible that you could add an option to disable one or the other? Or perhaps create a sub-mod that only adds the fog of war? The Fog of war makes the galaxy much more mysterious but I find the slowed movement to make the game more tedious instead of more fun.
Audie  [yaratıcı] 6 Oca 2019 @ 16:46 
@ TheSilverInfinity

None of those suggestions are possible to implement.
Audie  [yaratıcı] 6 Oca 2019 @ 16:44 
Changes:

No Clustered Starts mod is now fully integrated. Be sure to set "Empire Placement" to "Clusters".
____________________

Hyperdrive Modulation tech requirements changed:

- Windup and winddown buffs removed. Hyperspace travel speed buff increased from 20% to 30% per level (150% max).

- Each level now requires the equivalent tier in Hyperdrive, Power Plant, and Sensor tech (for example, Hyperdrive Modulation IV requires Jump Drive, Antimatter Power Plants, and Sensors 4).
____________________

Hyperdrives nerfed. HD 2 and 3 no longer have hyperspace speed bonuses. JD and PD winddown time increased to 30/15 days up from 25/12.5 days respectively. JD and PD hyperspace buff reduced from +200%/+300% to +50%/+100% respectively.