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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1607841632
However, I am afraid that the AI spams the new defense stations, even though, I think, it should only build one of them at any space station , right? That puts it at a severe disadvantage.
Removed 00_IHAFOW_guardian_utilities. No longer required as Leviathans now use Hyperlanes by default.
Removed redundant warp drive entries in 00_IHAFOW_utilities_drives since they no longer exist. IHAFOW drive values remain the same, however I won't be removing the jump / psi drive's ability to jump this time around since it is now a separate, activated ability with a balanced cooldown and drawbacks.
Jumpgates do no currently work at the moment since constructors can no longer build military stations. Currently looking at a workaround, possibly through megastructures.
Set "TI_CORE_SCALE" to 0.0 in the "00_hyperlanes_defines" file to prevent the fog of war in the galaxy core from being revealed when you approach it.
Tachyonic Particles should now always spawn on Pulsars.
Galaxy scenarios updated to include 2.0 settings.
Hyperlanes changed to the new blue color used in 2.0
Not sure. I've never had that issue when using this or any other mod.
open the hyperlanes_defines.txt file, and change the line
"HYPERLANE_GEN_REMOVE_TOO_MANY_EDGES = 3"
to
"HYPERLANE_GEN_REMOVE_TOO_MANY_EDGES = 4"
You can also use 5 if you want it to be a clusterfuck of hyperlanes
1.) The extremely bright orbits in system view. Screen even freezes for couple of miliseconds when switching in systems. This is getting very annoying on huge and long games.
2.) The so called More "routes", branching, looping, and dead ends. The whole map is now totally linear which means if unlucky you are stuck between two empires and you have no way to move out. Sometimes you even have only 1 system.
If those things would be possible to disably i would give this mod a 5 star rating. But with thos 2 big issues its a mod that i would not recommend to use.
Are you using Pre-FTL Players? I remember running into the same issue with that mod. There's a bug in the game where if a ship is in tansit for too long it will become permanently stuck. Try setting NEBULA_TRAVEL_SPEED_PENALTY to a lower value, and it should work. It might only work on a new save, however.
Is there some kind of mod conflict that would cause this?
Your mod offers some natural synergies that come to mind for additional modifications. I'm mainly thinking about more & better defensive stations in critical border systems (maybe even sort of mobile starbases in late game), but also better hyperlane engine technology, because the travel distances have just gotten a lot longer.
About the center of the galaxy, I see things a bit differently. Yes it may not look or play all that well - the screenshot showcases why this is the case in form of an extremely bright background - but from a purely physical point of view those stars belong there. Due to the very high star density a colonization effort may not be very advisable or even practically possible, but resource gathering is another matter.
Open the archive where the mod is located (\Steam\steamapps\workshop\content\281990)), navigate to "\common\component_templates\" and delete "00_utilities_drives.txt".
Thanks for your work on this :)
V1 can now be found here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=907345368
I'm going to be re-uploading the old version shortly.
@author: Please bump the version, it's so ugly to see that red warning sign ;) And while I'm here, thanks for the mod, never without! :)