Stellaris

Stellaris

Some unique systems in [4.0.x]
Počet komentářů: 147
krn17 20. pro. 2024 v 19.17 
update?
最优质的战士 6. kvě. 2024 v 2.18 
Hello, can you set the "Sea of Consciousness", "Ithome cluster", and "Ultima Vigilis" galaxies to appear at 100%? These galaxies are very useful and interesting, but the generation probability is too low.
chunga changa 8. bře. 2024 v 3.10 
крч хз будешь ли ты добавлять в мод это, но порегав несколько карт меня стал бесить этот тег, если его удалить то мод будет иметь большее значение
chunga changa 8. bře. 2024 v 3.03 
@Clamor_S Hi, I noticed that systems will not appear in systems with the tag "empire_cluster". In previous versions of the game some systems could be placed next to spawn, but not now. So, if delete all
modifier = {
factor = 0
has_star_flag = empire_cluster
}
spawns in new games will become more interesting
DisneyDiver 29. úno. 2024 v 7.38 
Which file should i modify? i assume is in the event file?
Clamor_S  [autor] 29. úno. 2024 v 1.59 
@TheQuietKid ancrel.12050
DisneyDiver 29. úno. 2024 v 1.47 
Can you teach me how to spawn the Chosen Empire. i found the special_system_initializers.txt but im not sure what to change
Clamor_S  [autor] 23. lis. 2023 v 22.45 
@ColossusCrusher many of them already have spawn chanse of 100%, those which spawn habitable planets apart list above are not included (and will not be included) since stellaris has issues with scaling habitable planets properly
ColossusCrusher 23. lis. 2023 v 16.25 
Do the other special systems listed here in the wiki spawn too? https://stellaris.paradoxwikis.com/Unique_systems
Clamor_S  [autor] 8. říj. 2023 v 5.39 
@Putler Kaput yes, it is possible but I will not implement such thing in this mod. Unlike unique systems which are static, Chosen impact game a lot and some gamers (including me) find them annoying
Dawid 8. říj. 2023 v 4.28 
can you make Chosen to spawn all the time?
Clamor_S  [autor] 14. čvn. 2023 v 11.51 
@Pheowl Quote from wiki: "Keides, Scion of Vagros can be recruited after 20 years by the first empire that investigates the Dugar unique system."
Pheowl 14. čvn. 2023 v 9.59 
if you are talking about systems with a dump of ships, molten rivers and aggressive fauna - they appear normally.
Clamor_S  [autor] 14. čvn. 2023 v 6.41 
@Pheowl Caides spawn chance was reduced by paradox by 75%. Check for specific systems related to his storyline
Pheowl 14. čvn. 2023 v 6.22 
I noticed that in this game with the mod Caides does not drop out. When starting without a mod, it was found in the first 15 years. Maybe it's random, need a larger sample. If someone had the same problem with this mod - write.
Krötentöten 11. kvě. 2023 v 1.38 
nvm. thank you!
Krötentöten 11. kvě. 2023 v 1.38 
and 3.8?
Clamor_S  [autor] 10. kvě. 2023 v 8.46 
@Krötentöten are you kidding me? 3.8 was released yesterday, do you assume I will left all my real-world duties aside and will set top priority to stellaris mod updating? Patience, at least for a week.
Krötentöten 9. kvě. 2023 v 9.46 
i assume this needs to be updated to work ? :(
arc361 30. bře. 2023 v 21.26 
I find 18 empires 5 fallen and 3 marauder to be the best numbers for huge size. Everything spawns but sometimes things spawn to close to fallen empires and get wiped out
Clamor_S  [autor] 17. bře. 2023 v 7.21 
@Pawmee it should
Pawmee 16. bře. 2023 v 9.38 
hi does this still work in 3.7?
nepboi 10. led. 2023 v 8.17 
despair
Clamor_S  [autor] 10. led. 2023 v 3.15 
@nepboi it was removed. Check list of included systems
nepboi 9. led. 2023 v 23.00 
@Clamor_S do you know if sea of consciousness has any requirements for spawn? Always had it appear until 3.6 so trying to figure it out
Arkenor 14. pro. 2022 v 17.23 
Where in my load order would I want to put this?
Константин Стрел 14. pro. 2022 v 11.05 
I can't agree about the first one, he probably doesn't appear, but about the second one. Then you can not include all the others if they are often spawned without a mod(In fact, no, even on 2500 stars, the chance of spawning all unique systems is not 100%)
Clamor_S  [autor] 14. pro. 2022 v 10.56 
@Константин Стрел Shallash is set to always spawn if xehophobe is present. Desiccated spawns often even without mod so I see no benefit of including it. It will only make maintainance more complex
Константин Стрел 14. pro. 2022 v 10.44 
So far, two systems are missing, fumongus with the excavation drying up, and the Shallarian system with six moons associated with the stagnant xenophobe.
I hope the author will not be dissatisfied.
At least they didn't appear in my files without additional lasagn.
Clamor_S  [autor] 13. pro. 2022 v 1.12 
@DisturbingLackOfFaith Thanks! Fixed.
DisturbingLackOfFaith 9. pro. 2022 v 1.09 
You seem to have left the scaled_spawn_chance in place for the automatic dreadnought.
arc361 5. pro. 2022 v 10.06 
No worries. on huge with 5 fallen empires and 3 marauders. 16 ai seems to be the sweet number when in a 2 player mp game. It spawns like 80% of the time. I know 16 Ai doesnt seem like alot but you can get those premade federation AI which can had 2 more extra AI to the game.
Clamor_S  [autor] 5. pro. 2022 v 9.55 
@arc361 I am not aware of such logic and currently I can not analyze game files deeply since I have often electricity shuts.
arc361 4. pro. 2022 v 19.53 
Do we know if there is some logic behind the automated dreadnought spawn chance? Its the only one that doesn't spawn for me 100% of the time and theres alot of space available too. I always do the intel/communications check to make sure important stuff doesn't spawn next to a fallen empire.
Pawmee 1. pro. 2022 v 8.34 
thanks for the update :)
|ChroNiC^㋛| Lotto 1. pro. 2022 v 3.23 
Np Clamor_S, looking forward to update :JoeWheelerApproves:
Clamor_S  [autor] 30. lis. 2022 v 8.37 
Guys, may you give me at least 48-60 hours from release. I might have some work and responsibilities to be filled. Have some patience.
Ryllian 29. lis. 2022 v 15.49 
tried it on two games, seems to be working
Agress0r 29. lis. 2022 v 11.01 
@Clamor_S 3.6 was official released. It seems like there are no new rare systems and no serious changes in old ones, but I think you can update the descriptor to 3.6.
Ryllian 29. lis. 2022 v 4.13 
Im gonna check if this is still working tonight, might just need a version bump. Dont think 3.6 added anything unique.
Pitlos Tails 15. lis. 2022 v 11.38 
its in beta
Clamor_S  [autor] 14. lis. 2022 v 22.25 
@Pitlos Tails was 3.6 officially released?
Pitlos Tails 14. lis. 2022 v 8.50 
does this work with 3.6?
arc361 1. lis. 2022 v 19.25 
Would this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2036603923 which makes anomoly spawns 100% (zones that spawn from anomolies) affect this mod?
Clamor_S  [autor] 27. říj. 2022 v 1.28 
@Sora, your concepts are nice. Thanks!
Clamor_S  [autor] 27. říj. 2022 v 1.26 
@Sora, I have really big problems with internet and electricity now. I will look into this. But real mod, I would like to is controlled distance between empires, so that there are no clustered spaces.
Sora 26. říj. 2022 v 3.17 
@Clamor_S if you want me to make a more realistic spawn, I can look in to that too. Its a leftover piece of code I used to spawn cybrex in a personal mod of mine. So its not at all adapted to yours.
Sora 26. říj. 2022 v 3.16 
@Clamor_S I am fully aware of that. It was entirely an example of how to use the spawn.
if you wanna remove the hyperlane you simply say "hyperlane = no" and if you don't want it close to the player you simply could increase min/max distance
Basilisk 25. říj. 2022 v 19.47 
Oh and it will still be connected to hyperlanes, but other than that it works fine
Basilisk 25. říj. 2022 v 19.44 
effect spawn_system = { min_distance >= 29 max_distance <= 31 initializer = planet_with_too_many_moons_system

This is just an example, but i found this command if youre looking to spawn a system and have it not be near your capital. just click on a planet in the system you want it to spawn near then execute the command (and change the name, the too_many_moons thing is Shallash, so if youre after Ultima Vigilis then use the name that is in the command Sora posted)