Stellaris

Stellaris

[ OLD VERSION ] - Improved Hyperlanes and Fog of War
56 Comments
Audie  [author] 30 Dec, 2018 @ 3:25am 
Audie  [author] 26 May, 2018 @ 1:45pm 
No idea. Haven't had a chance to check out the new update yet.
jowe01 26 May, 2018 @ 7:39am 
While you ae updating to 2.1, willthis still work, at least without breaking the game?
jowe01 22 Apr, 2018 @ 10:32am 
Any success so far?
jowe01 12 Apr, 2018 @ 2:03pm 
What about making them a planez unique building or a starbase module rather than a platform?
jowe01 12 Apr, 2018 @ 1:40pm 
Indeed. I tried to somehow mod that in myself but gave up. But then again, I am a lousy modder ...
Audie  [author] 9 Apr, 2018 @ 8:29pm 
Yeah, I'll see about monkeying with the AI priority for those. Too bad there isn't a way to (as far as I know) cap the amount per starbase
jowe01 8 Apr, 2018 @ 4:58am 
I really like this mod. It makes warfare much more strategic, with careful planning of the positioning of fleets.
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.
Audie  [author] 4 Mar, 2018 @ 4:55pm 
Jumpgates are sort-of back, plus a new station! Check out the Change Notes for detailed info.
kelstr 26 Feb, 2018 @ 5:56pm 
lol... (facepalm) THANKS !!!!
Audie  [author] 26 Feb, 2018 @ 5:55pm 
Check out the Legacy version.
kelstr 26 Feb, 2018 @ 5:39pm 
Could you post a version of this that JUST adds the black fog of war?
Audie  [author] 26 Feb, 2018 @ 3:14pm 
Updated for 2.0

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
Lord Sam Sinister 12 Feb, 2018 @ 8:55pm 
It wasn't your mod. It was an update to another mod I'm using that happened around the time I downloaded yours.
Lord Sam Sinister 12 Feb, 2018 @ 2:44pm 
I'll test it with this mod only and with no mods when I'm home tonight.
Audie  [author] 12 Feb, 2018 @ 2:12pm 
@Furaigon

Not sure. I've never had that issue when using this or any other mod.
Lord Sam Sinister 12 Feb, 2018 @ 12:43pm 
I just installed this mod and started a new game with it. Now autosaves are taking ~10 seconds instead of the usual 2. Can this be because of this mod?
Gavril 7 Feb, 2018 @ 5:36pm 
I'm new to this mod, and it looks really interesting, but I was wondering with cherhy just around the corner if you have any ideas on how you will be updating this mod? if at all? Thanks!
Audie  [author] 23 Dec, 2017 @ 6:24pm 
New update is out!
alexanderyou 12 Nov, 2017 @ 9:47am 
@Toryn look 2 comments below yours, you are able to change the number of connections each system has.
Toryn 12 Nov, 2017 @ 4:05am 
I enjoy the mod but the total linearity of the hyperlane routes destroys the fun. With current settings every single system is a choke point and it's boring. 5 stars if this changes though ;)
dcasez 26 Oct, 2017 @ 8:14pm 
This mod is definitely a game changer. This actually makes defense a possibility with great choke points. With movement being so slow strategy and where to keep your fleets is very important. Very cool. Thank you.
alexanderyou 7 Oct, 2017 @ 10:21pm 
@DemDorfs you can change the second one by going to C:\Program Files (x86)/Steam/steamapps/workshop/content/281990/842622514/ihafow.zip/common/defines

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
Dorfs 7 Oct, 2017 @ 8:45pm 
I like this mod but there are 2 things that i really dont like.
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.
alexanderyou 19 Aug, 2017 @ 5:35pm 
Do you think this could get a compatability patch with "True Hyperdrive-only"?
alexanderyou 29 Jul, 2017 @ 11:05pm 
I'm not using that mod, but I looked through my modlist and found I still had better hyperdrives enabled and that probably is causing the problems.
Audie  [author] 29 Jul, 2017 @ 10:56pm 
@alexanderyou

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.
alexanderyou 29 Jul, 2017 @ 8:30pm 
I'm having problems with nebulae, where my ships will just get stuck going through them and do nothing. I have left a ship there for 3 years and it never managed to enter the hyperlane so I had to just delete it.

Is there some kind of mod conflict that would cause this?
Pacal 20 Jul, 2017 @ 7:52pm 
Ships will appear after you set the game to hyperdrive only.
Ptyam 7 Jul, 2017 @ 8:16am 
My English is not good, but I'll try - if you have ships in a black box, try running the game without this mod - only hyperdrives and then connect the mod. It helped me. :steamhappy:
Cleveland 9 Jun, 2017 @ 11:28am 
Is it just me or is the map basically unreadable with this mod? Everything is incredibly bright, I can barely see anything. Like the concept though.
ZhouLex 24 May, 2017 @ 10:17am 
Also having the issue Dirty Harry reported. Sad, because I also like the concept. Using nothing else that mods hyperlanes or ships. Enhanced AI, UI 1080, more flags emblens and colours, and thats it. Don't start with any ships, and no AUTO built ships. sorry =(
An Author 12 May, 2017 @ 4:02am 
Not sure if I have a mod conflict, but your mod is causing ship-designs to not be pre-built. The game starts with only stations built. I'm not sure if there are other bugs, but I would guess so. Since no one else seems to be reporting this, it's probably a mod conflict, which is a shame since I really like the concept. That said, I'm on 1.6.1, so who knows.
Bruniik 4 May, 2017 @ 8:05pm 
i love the idea but the hyperlanes are too few now. i love choke points but when most star systems are choke points its a bit much. the hyperlanes are also a bit too bright compared to vanilla but thats probably just me. as eldani82 pointed out the orbital path changes werent practical changes and they are a bit distracting. i also agree with others that the super bright core is too much. the fog of war is great, the hyperlane only for everything is great, the flattened galaxy is nice, the nebula effect is awesome, and the wind up removal was needed. i really hope you read the comments and take them into consideration as this mod has alot of potential as a core mod to base a mod list off of.
eldani82 2 May, 2017 @ 1:14pm 
Interesting. There are some sensible changes and one not so great one. I have no idea why you had to change the orbital paths in the solar system, since those have no practical application that I know of and are purely a distraction.

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.
Iron Dice 27 Apr, 2017 @ 6:42pm 
Agree with Ranomnaut. The center flash makes this unusable. I love everything else, but can't play the game with the huge washout in the middle of the map.
Salt Mage 27 Apr, 2017 @ 4:38pm 
Is it possible to have a version with no stars in the glactic core?
Taiken 27 Apr, 2017 @ 2:05am 
Quick question - with more choke points (per description), is there an increased chance of being blocked in early game by pirates/Crystallinentities/etc? To the point that it hinders you more than normal?
David_R 24 Apr, 2017 @ 2:44pm 
there's something unnerving about loading the map and seeing nothingness
Iron Dice 23 Apr, 2017 @ 12:48pm 
I love the lower number of lane links; making wars over access a LOT more likely, which is making the strategic element much more interesting. Great job!
Darwithe 20 Apr, 2017 @ 2:08am 
Fair warning: If you research Jump Drives before repairing the Automated Dreadnaught with this active it will repair without a FTL drive.
Semaphor 18 Apr, 2017 @ 11:37am 
@Audie Thank you! :)
Balki 17 Apr, 2017 @ 3:18pm 
nvm figured out the problem. You have to choose hyperdrive as your FTL tech, because if you choose another one, but force "hyperlanes" only in the mapmode, you wont have ships for some weird reason.
Audie  [author] 17 Apr, 2017 @ 8:17am 
@Semaphor

Open the archive where the mod is located (\Steam\steamapps\workshop\content\281990)), navigate to "\common\component_templates\" and delete "00_utilities_drives.txt".
Semaphor 17 Apr, 2017 @ 4:40am 
Love the changes you made… besides the complete removal of non-Hyperlane drives. Now I'll certainly play a few games with this full version, but in most of my games I want the FEs to have vastly superior reach until the research appears. Same for crisis enemies. Is there a way to disable this part selectively?

Thanks for your work on this :)
Audie  [author] 17 Apr, 2017 @ 12:21am 
[DMN N!] DamnitEbby 17 Apr, 2017 @ 12:11am 
Thank you so much, I was really concerned I'd have to go digging for how to implement the same funcionality from a self-brewed mod. Nothing else currently on the Workshop provides a truly adequate equivalent.
Audie  [author] 17 Apr, 2017 @ 12:10am 
@ [DMN N!] DamnitEbby
I'm going to be re-uploading the old version shortly.
[DMN N!] DamnitEbby 17 Apr, 2017 @ 12:08am 
Sad to see this become a functionally different mod instead of forking the two concepts.
Semaphor 13 Apr, 2017 @ 7:13am 
It is 1.5.1 compatible, been playing for several 100 years with it :)

@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! :)