Stellaris

Stellaris

Big Ass Map Pack 4
28 Comments
Marik Marauder 7 Jul @ 1:01pm 
the main menu, only when it crashed or I responded to you did I quit to desktop.
The Jagji  [author] 6 Jul @ 8:51pm 
Thats... odd.

Did you quit out of the game between tests, or just quit to main menu?
Marik Marauder 6 Jul @ 7:07pm 
Something odd happened. I returned hyperlane density back to 1.0x, removed fallen empires and advanced AI starts, and started off with just 1 AI.
Loaded in, no problem, and even the day 4 buffer was almost non-existent. upped to 2 AI, same good news.
Upped it to 7, and then it crashed during the loading screen. Dropped to 5, then 3, with the same result. Dropped back down to 2, and despite working the first try, it crashed this time.
The Jagji  [author] 6 Jul @ 6:29pm 
Yeah, it mostly is to do with the games own limits, its about finding out what is doing the limiting and how far you can take it before the limit is to much.
The Jagji  [author] 6 Jul @ 6:27pm 
Yep. And ok, so that removes that as a possible thing.

Maybe see if dropping the AI count back to 1, and then test to see how many you can get to before it crashes?
Marik Marauder 6 Jul @ 6:26pm 
With all this testing, I'm starting to think it's not mod incompatibility, but engine limitation. As in, there's only so many more systems, with so much more system types, planet types, galaxy expansions, etc. that it's willing to support before the engine just says "duck this schnit, I'm out."
Marik Marauder 6 Jul @ 6:20pm 
reduced Hyperlane Density down to the lowest of 0.5x, and it still crashed on 3k 4-arm with all my mods on.
Marik Marauder 6 Jul @ 6:15pm 
hyperlane density, right?
Marik Marauder 6 Jul @ 6:12pm 
What's the jump lane gen again? Haven't played in 6 years until the past week-ish.
The Jagji  [author] 6 Jul @ 6:11pm 
I can't do any more testing till latter, but I wanted to see something. If you drop the Jump lane gen down to its lowest, and see if that helps?
Marik Marauder 6 Jul @ 6:10pm 
Also Giga. Eng.
Marik Marauder 6 Jul @ 6:09pm 
I'm using everything I got, which is like 12 mods mostly RS/PD, but it only started crashing in the loading screen or during the 4th day buffer when I turned RS on. 3k 4-arm Spiral seems not to like RS, despite 2-arm working just fine with the same mods. and 3k 4-arm was just fine without RS.
The Jagji  [author] 6 Jul @ 6:04pm 
Is RS the only mod your currently running along side BAMP4? Or are you also still using GM?
Marik Marauder 6 Jul @ 6:02pm 
got it to run on 2 arm spiral, but not 4 arm. This maybe the same generating/loading difficulty the larger map is inducing rather than Real Space by itself, but RS is definitely causing extra baggage the issue doesn't like taking into account.
The Jagji  [author] 6 Jul @ 5:48pm 
Sounds good.
Marik Marauder 6 Jul @ 5:46pm 
Found the mod. It's Real Space (4.0)
All those systems and new star types don't like either generating or loading on these big maps. I'm using 3k on 4 arm Spiral. I'll try on different galaxy types to see if it still happens on 3k
The Jagji  [author] 6 Jul @ 5:42pm 
yeah, an M.2 SSD.

So, I did some more testing. I got 3K to work. It seems that what type of galaxy you pick matters as well.

So far, Cartwheel only gets 2K
2 Arm Spy tho gets 3. Tho have not tested on anything bigger yet, or any other map types. This is an interesting discovery, as it could lead it to being related to jump lanes. I have been running all my tests with 0.75 as the amount of jump lanes.

And yes, got those freezes on day 2 and 4 as well. It normally doesn't happen on the lower end maps, at least from memory, so its probably something to do with what GM is doing, and how many starts it needs to look at for it to do what its doing.
Marik Marauder 6 Jul @ 5:20pm 
i5-13400F, 32GB RAM, RTX 3060 are my specs. Also that stick SSD that fits into the motherboard, forget what it's called.
The Jagji  [author] 6 Jul @ 5:13pm 
That's interesting, given my system crashed out at 2500. So, I am guessing this is more CPU related then. What specs do you have?
Marik Marauder 6 Jul @ 5:11pm 
Progress update: turned off a bunch of real space/planetary diversity that I had and suddenly able to not only get in game, but play at fastest on 3000. MASSIVE buffer on days 2 and 4 of the game. Probably GE and the AI figuring out what the actual duck they're supposed to do with all these systems. Slowly going to turn on RS/PD mods until it crashes.
The Jagji  [author] 6 Jul @ 5:06pm 
I have done my own testing. I have found that, at 2500 starts, it crash with the GE4.0, but the 1500 and 2000 seem to be OK, at least on loading in to a new game. What happens after that, I don't know. That's more a long term test to do. But my guess is that GE is not built to handle the amount of starts, so when it goes to do what it does to the map after the map it sell is generated, it just sort of goes 'Shit, to many! NOPE NOPE NOPE! FUCK THIS!' and then leaves, making the game crash.

And your not wasting my time. I think its good to see what mods it works well with and what don't.
Marik Marauder 6 Jul @ 4:51pm 
I thought "oh map mod, mod that alters map, obviously this is the conflict." So I didn't actually test it. I'll run through them and see which one crashes the game at the start and get back to you on this. Sorry for the wasted time.
The Jagji  [author] 6 Jul @ 7:59am 
So, I downloaded the mod in question. The most recent 4.0. There is no map related files in the mod folder, so it should work fine with it.

Why do you think it is conflicting?

I will do my own testing when I can, but if your running other mods apart from those two, it could be one of them as well.
The Jagji  [author] 6 Jul @ 2:30am 
I will look in to it.
Marik Marauder 6 Jul @ 1:23am 
I think this conflicts with Gigastructural Engineering because it edits the map to add the center. Is there any chance of a compatibility mod, patch, or something?
The Jagji  [author] 29 Jun @ 12:23am 
@nicroft, had a look, it does change the checksum to 'Modified' and the check sum changes to 3639 for me.
The Jagji  [author] 28 Jun @ 11:01pm 
I don't think so, but there is a mod you can get that re-activates them, at least there was. Not sure if its still being updated or if there is a new one.
nicroft 28 Jun @ 6:41pm 
Does this disable achievments?