Stellaris

Stellaris

TradeLane Network
41 Comments
卡尔文迪斯梅特 20 Nov, 2023 @ 8:11am 
Works well in version 3.10, but the model does not appear above the planet, I guess this may have something to do with the system scale changes and I want to incorporate into my mod.
ꜰᴀʏʙʀ 10 Aug, 2022 @ 5:11pm 
I just want to say that I'm glad that I found this mod and hopefully more additions like events would be added or at the very least maintaining this mod for future updates.
Beast-Storm 22 Jun, 2022 @ 6:23pm 
What prerequisite tech does it need to unlock this decision? and can this decision be used on Habitat Stations?

Just Curious
Heller 2 May, 2022 @ 11:45am 
Thanks for the Update man.
Btw, do you allow others to patch your mod if you are busy?
Beast-Storm 2 Mar, 2022 @ 12:59am 
3.0 to 3.3 have made some changes to modding codes, you should check up on it as soon as possible. The Devs say the new Modding code should make modding easy... but I'm not holding my breath since the Devs have a bad tendency of derping up the code and making the game crash regardless if their are any mods or no mods X/

BTW... amazing Mod Dude :)
I, Cato Sicarius 21 Jan, 2021 @ 11:12pm 
FreeLancer alpha two dash one, you're clear for take off:steamsad:
Issandii 8 Jan, 2021 @ 9:52pm 
@Raffaele
@Crossblue #1863

Same for me. I even start new game with only this one active but still - broken mod. :_ :Blessing:(
Sentry Ward 7 Jan, 2021 @ 8:09am 
>dramatically slow down
I think it should not slow down game more than it is right now - these gaeways already in there. No pro here, but can't see how this will ruin more than it is right now

> without checking the ship type
Spoilsport. Forget about then
Raffaele  [author] 6 Jan, 2021 @ 11:51pm 
@Sentry Ward good idea, but this selector will dramatically slow down the game i'm afraid. besides, the gam mech will do the pathfinding without checking the ship type, so you cannot control the cost automatically.
Raffaele  [author] 6 Jan, 2021 @ 11:46pm 
@Crossblue #1863 i will check this soon.
Crossblue #1863 6 Jan, 2021 @ 10:51am 
Not sure what you updated, but it broke the mod entirely for me. :(
Sentry Ward 6 Jan, 2021 @ 9:11am 
If there is ship-type modifier, then you can add three modifiers: overall -x%; constructor +x%; science +x%, so technically it will be worth using only for civillian ships only.

"True" civil-only not worth programming, imo.
Raffaele  [author] 6 Jan, 2021 @ 8:57am 
@Sentry Ward interesting idea, although in reality any highway will grant higher priority to military usage. In that case I will simply add a huge charge for each jump, so that players will only use that for more important aim, like move the fleet. but a civil only gateway is quite difficult for me at this moment.
Sentry Ward 6 Jan, 2021 @ 8:50am 
Yeah, I know it doesn't have ship-based trade system after like... 2.1?
I don't know can you or can not add modifier to gateway like -x% jump speed. If you can, then my logic behind this cheap hack was:
1. Build "civil" gateway
2. Add huge negative jump speed modifier to this gateway
3. Pathfinder will not use gateways for any ship, cuz hyperline will be faster than "civil" gateway
4. ???
5. PROFIT

Another option is to rebuild whole trade mechanic as separate system, like in Stellaris Realism(abandoned) or Production Revolution(new one). But it's too much work.
Raffaele  [author] 6 Jan, 2021 @ 8:38am 
@Sentry Ward If stellaris supports that kind of logic, I would like to create an entire ship-based trade system but no, this is not the case. sorry dude.
Sentry Ward 6 Jan, 2021 @ 8:33am 
If you can't prohibit military ships from using them as gateway, you can just make them unusable for military like +10000% jump time or something.
I'd remove influence cost at all, and make requirement administrative building 3rd tier and long build time.

It's should be good and midgame answer to massbuilding gateways for trade only, imho
Raffaele  [author] 6 Jan, 2021 @ 8:02am 
@Doctor Verum I left stellaris for a while because my launcher has some issue and cannot upload anything to steam. but now it's fine. I just test the mod and fortunately it works fine in latest version. For the balance, I believe that you might ignore some points when considering the cost of the tradelane. 1, building time.1800days on a planet is quite long. you have to make your choice when and where to build it. In fact, to me tradelane is more useful in early game but not late game since you can build multiple gateway in parallel in late game without disturbing the production of the planet. 2, type of resource. Influence is very limited compared to other resources, especially in early game. Yet I have to admit that instant jump is somehow imba and I will look for solution to improve this.
Doctor Verum 14 Sep, 2020 @ 12:06pm 
Personally I'd say the best way of improving this would be to:
-Make tradelanes more expensive to build, 300 influence is way little. Most starbase outposts cost more.
-Make them less effective, ex. cooldown on usage for maybe a year or so.
-Limit them to a certain range

Currently they are actually more effective, cheaper and faster than gateways, making the gateways in the base game redundant. I appreciate the concept but it is just too overpowered at the moment.
Doctor Verum 14 Sep, 2020 @ 10:34am 
My biggest concern with this is how cheap it is to manufacture trade lanes. Being magnitudes easier to make than gateways, they make the latter nearly completely obsolete.
Doctor Verum 14 Sep, 2020 @ 10:28am 
Works fine on newer versions of the game it seems like.
MightyShark 18 Apr, 2020 @ 11:58pm 
Anyone try this on 2.6 ?
Cephalon Sithalo 5 Sep, 2019 @ 8:03pm 
@Aleccia Rosewater
It should be a highway. Sadly Paradox took warp away from us so it has to be instant :LotusFlower:
Aleccia Rosewater 31 Jul, 2019 @ 11:32am 
While I like the idea of something that tries to change how movement works shouldn't it be a highway across systems rather then an instant warp?
Zia 19 Jul, 2019 @ 3:42pm 
Great mod, but a bit imbalanced. I'd suggest adding a material cost to the lanes, plus an energy upkeep.
Gafwmn 17 Jul, 2019 @ 6:01am 
IS that shot from Disco GC ?
Gafwmn 17 Jul, 2019 @ 5:59am 
Nice Freelancer thumbnail.....really miss my old LABC.......zone21 here I come.....
Cephalon Sithalo 16 Jul, 2019 @ 5:56pm 
Ok cool thanks. I was worried it was just like the normal gateways but now it fits much better now. Awsome :LotusFlower:
Raffaele  [author] 16 Jul, 2019 @ 5:19pm 
@Cephalon Sithalo every empire has their own local network. but these networks are not connected to each other.
Cephalon Sithalo 16 Jul, 2019 @ 2:07pm 
2+ empires can have 2+ networks or are all of their tradelanes connected to each other?
Raffaele  [author] 16 Jul, 2019 @ 1:46pm 
@Cephalon Sithalo and yes the network is local, unless your system is connected with others' system by another way(gateway, wormhole, l-gate)
Raffaele  [author] 16 Jul, 2019 @ 1:44pm 
@Cephalon Sithalo anyone you opened border to can use this.
Raffaele  [author] 16 Jul, 2019 @ 1:43pm 
@Spectre you can build one for each so that every planet enjoys the buff but only one will be the gate for pathfinding.
Cephalon Sithalo 16 Jul, 2019 @ 8:47am 
So gateways but it only connects to your network not everyone elses network?
Liseq 16 Jul, 2019 @ 5:12am 
I'm sorry but I don't understand what does this mod do. I can see some megastructures. Is it allows to use that +50% trade edict? Do I need the megastructure in each system or just one?
Nadren 15 Jul, 2019 @ 3:29pm 
Freelancer was amazing, i wish someone would create a shipset mod from Freelancer.
Raffaele  [author] 14 Jul, 2019 @ 4:20pm 
@estheR 哟,蛋友啊
Esther MK.II 13 Jul, 2019 @ 6:19pm 
Freelancer +100
超载鸡 +1000
Raffaele  [author] 12 Jul, 2019 @ 7:27am 
@Higuera yes, alpha 1-1
Gavril 11 Jul, 2019 @ 7:35pm 
That is the thumbnail. Dunno if it works in a similar fashion though. That was a great game. I really want a modern version of that. Dunno if Star Citizen will live up.
Higuera 11 Jul, 2019 @ 12:38pm 
i'm a tiny but curious, is this by chance inspired by the Freelancer (2003) Tradelanes?