Stellaris

Stellaris

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Shrouded Regions
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File Size
Posted
Updated
27.792 MB
18 May @ 11:14am
21 Jul @ 10:10am
119 Change Notes ( view )

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Shrouded Regions

In 1 collection by Flemmi
Shrouded Regions and Translations
7 items
Description

When was the last time a Stellaris update fundamentally changed the map? Never? Then it’s time we take matters into our own hands. Let me introduce the mod that Cosmic Storms could have only dreamed to be: Shrouded Regions

Any Questions? Here is our Discord Server[discord.gg]

Features
The Shrouded Regions:
These parts of the galaxy are anomalous dead zones with enormous concentrations of psionic energy. High Zro concentrations, ancient megastructures and ancient threats lurk there. These regions are wounds in the galaxy that won’t heal. (Inspired by Star Wars’s Unknown Regions)

The Galactic Crossing:
An advanced hyperlane network spanning the entire galaxy, serving as a vital route for trade and military movement. The few claimable star systems along it are among the most fiercely contested in the game. Controlling them means controlling the flow of war and commerce.

Midgame Crisis with an interactive Story:
The Sanctuary of Ralis: The Shrouded Regions are not natural. Something caused them - and now, something is trying to escape them. This midgame crisis forces difficult choices, reshapes the political landscape, and sets the stage for what's to come in the aftermath.

A Second Age of Galactic Exploration:
In the aftermath of the crisis, new regions of space will be unlocked, bringing the early-game experience of expansion and exploration back into the mid-to-late game. Look for special wormhole-like gates along the Galactic Crossing!

Events:
We have a total of 50 New Events, they will all come naturally and you don't need to worry about stuff - just play the game ;D


Setting Recommendations
  • Fallen Empires: Minimum of one, 3 or 4 (800 / 1000 Stars) and 4 (1000 Stars) is ideal
  • Galaxy Shape: We strongly recommend Starburst (Favorite), Barred, Elliptical
  • Galaxy Size: We suggest taking at least 600 stars, 800 looks like a sweet spot, or go wild with 1000!
  • Hyperlanes: Use 1x Hyperlanes - there will be many chokepoints and it makes the Galactic Crossing look smoother
  • Graphic Setting: Increase Hyperlane Opacity to max. (We changed the visuals)
  • Note: The size of the Shrouded Regions depends on the length of the Galactic Crossing, which is increased by Fallen Empire count - Few Fallen Empires = Large Shrouded Regions / Many Fallen Empires = Small Shrouded Regions.
Compatibility & Notes
Vanilla Edits:
  • Hyper Relay: If you overwrite this file with another mod, it won't break this mod, just lore.

Works with most mods, and those that affect the galaxy generation, except static map mods.
  • You don't need to wait to swap to observer mode, if you want to just watch the AI struggle.
  • Mods changing the Galactic core should work.
  • We Change the Hyperlane appearence and how Nebulae look, this is a source of conflict.
  • Texture bug fix: Save & reload the savegame once after starting to ensure proper visuals or ignore the minor issue and it will be fixed once you go offline ;)

    Sorry: There is a tiny chance your game crashes on game launch or during midgame - we are sorry if you'll need to boot up Stellaris again - we are currently unable find the specific cause. The recent updates have resolved a lot of the specific causes. Some other bugs like planetary pop deletion might still happen.

    Secret info after ralis is gone there is a new planetary decision on your Capital.

    What is Dandelion? A new group of mods - D-Lion Mods - that overhaul and expand on neglected aspects of Stellaris, while staying true to the Vanilla experience. Shrouded Regions is the first among them!

    Post your cool new galaxies on Reddit and showcase them!


    [discordapp.com]
Popular Discussions View All (3)
201
2
19 Jul @ 7:31pm
Post Bug Reports here
Flemmi
34
17 hours ago
Your Suggestions & Ideas!
Janlitschka
10
10 Jul @ 1:58am
Changelog
Janlitschka
732 Comments
camilo_septimo♡ 30 Jul @ 9:14pm 
I agree with the crisis rebalance, at large galaxy with 3 fallen empires ralis was spawning 20k fleets every 30 seconds or so

my game pretty much ended after they steamrolled the galaxy

i cheated an invincible fleet to try and salvage it but its been years and theres no follow up to the senate resolution and the sanctuary of ralis is spawning fleets literally every 5 seconds or so
FunnelVortex 27 Jul @ 9:45pm 
@Flemmi I would but it's an ironman save :c
thegreatpl 27 Jul @ 6:30am 
Crisis definately needs a rework/balance. Playing a game with over 75% of the Galaxy under the shroud. Other mods are gigastructures and Darkspace. And Ralis has at least 5 MILLION ship power (2.5m in Sanctuary, 1.3m Raiders chilling in one system for some reason, and at least 2 million running around the bits of the galaxy they are taking over). And my crisis difficulty for the mod is on default (not sure what my scaling is honestly). That's definately not midgame crisis levels. And if you are not checking for Gigastructures being present, that's pretty much unbeatable.

My game doesn't have any fallen empires, so the crossing seems to consist of 1 single system. Or at least, not found any others. Taking a peek at your code, you do have it set to a random system in that case, so randomly decided on neighbours. Midgame was 150. You are using years_passed instead of mid_game_years_passed when scaling. Shrouded systems should nerf the scaling from a gameplay perspective.
Flemmi  [author] 27 Jul @ 12:10am 
@funnelVortex, this is a known issue, there is a chance its not directly but indirectly caused by our mod. the removal of some hyperlanes can make other events crash the game, thos i have no idea which. Usually its a fleet trying to perfrom some action, removing the offending fleet can save the save game. if you want to try that.
the debug event is opened by tpying this into the console
event f93_galactic_crossing.99
if you want you can give me the save game, i worked in my debug process and a savegame that crashed on the same date every time could give me some good information.
FunnelVortex 26 Jul @ 6:42pm 
My game keeps crashing at the same date.
bfel001 25 Jul @ 2:06pm 
While the fleetspam is definitely overtuned, the real issue is that it combines with the time limit of the Aetherophasic Engine.
If you're looking for suggestions for change, I would say keep the Aetherophasic Engine and the Galactic Community stuff, but instead of spamming fleets turn it into a Turtle type faction itself.
Instead of having it pick a fight with everyone make it so everyone has to charge in to pick a fight with it to survive.
That should keep it from just overrunning everything and could fit the theme as well.
Plus there's not really any crisis in Vanilla that just sits in the corner and makes you come to it.
Give it high powered Citadels and maybe even work in the new constructible megastructure citadel thing.
Just make their space something you have to either slog through or circumvent in some way.
Flemmi  [author] 25 Jul @ 12:16pm 
this is great feedback. i intended to change the crisis already, since the fleetspam is a challange but not really an interesting one. so i hope i can come up with something better soon
bfel001 25 Jul @ 12:03pm 
So what I've seen in the few games I played with this mod is that it quickly devours most of the galaxy with it's starting strength, and since it actually TAKES systems, this just lets it snowball harder while I'm in the corner desperately trying to hit a level that can turn the tide.
With other crises you can often turtle up and get some breathing room while the AI acts as speedbumps, but here it only seems to feed the problem.
So you start compltely unable to fight it, then by the time you CAN fight at that level, you can't fight it anymore because it's gotten stronger, and if you wait too long the game just ends.
My last game I managed to jump a 50k fleet in to the Rallis system and ALMOST take out the Engine, but by the time I put a second fleet together for another assault, I got poofed from existence.
bfel001 25 Jul @ 12:03pm 
I did call it "practically" unbeatable. I THINK I could manage in the most ideal circumstances, and intentionally using the most overpowered methods and such I know of.
You mentioned it scaled depending on certain factors, I was curious if it obeyed the "mid game crisis time" setting of vanilla, and noted that could be part of my issue, as I tend to put that a hundred years early.
The main issue I see with it isn't even whether PLAYERS can beat it, but the fact that the AI absolutely stands no chance against it.
I've seen AI do decent against the Khan and even survive the Katzen, but this just steamrolls the entire galaxy by the time I can even begin matching fleet power with it.
Flemmi  [author] 25 Jul @ 6:55am 
@Helaheim, i think so yes. If not, let me know what breaks and i can see about fixing it on our end. MAYBE

@bfei001 i am sorry ot hear that. It does scale with the following factors: Number of Empires, Number of Stars in the shrouded region, Time that has passed, Crisis Strength Scale. Its meant to be hard, if easy is still to difficult. i can scale it down further, as that difficulty setting is meant to be beatbale for all players. I did make their engine progression very fast. I have little experience with the player experience of this mod. so this feedback is greatly appreciated.