Stellaris

Stellaris

[Retired] System Variety - Galactic Wonders (Pre 1.5)
heinous_hat 28 May, 2016 @ 5:21am
Proximity and placement of planets
Hello macmillant. Great work with this project... it substantially improves upon the somewhat homogeneous arrangement both within and between systems. When reverting to vanilla (to compare resource quantity and distribution) it's difficult to want to stay in that environment. Nice job :-)

A couple of observations and concerns...

- Planets (especially satellites) are sometimes placed too close or entirely within other planetary or system features such as rings and asteroid belts. I would guess this can actually occur (at least with rings) but doesn't look right with game graphics... it just clips.

- Habitable worlds will sometimes occur unreasonably close to a star (within the nearest 1 or 2 oribital paths). The larger or hotter the star, the more odd this seems.

My first impression is that these might be best addressed by increasing system scale, which could be appealing in it's own right.

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Showing 1-13 of 13 comments
Macmillant  [developer] 30 May, 2016 @ 10:36am 
Heya! Sorry only just saw this as it's my first time putting up mods or didn't get the notification for it!

Thanks for the feedback! Glad you're enjoying some of the changes! I'll have to have a good examination of the moon issues. I can fairly easily uniformily move the first orbit out a little further. Not sure if I can fix the ring issue but I'll have to see if I can find examples of it and see how I feel about them.

The system scale would fix that definitely. Can be a little bit of an issue with all the scaling when I play with it too much. I'll re-examine this issue and see if smaller changes to scale will fix it. The biggest issue I had with this was molten planets spawning in too close ie inside the larger stars.

The closer planets are as follows:

@habitable_min_distance_desert = 45
@habitable_max_distance_desert = 83
@habitable_min_distance_arid = 60
@habitable_max_distance_arid = 90

Molten:
min_distance_from_sun = 45
max_distance_from_sun = 67

Barren Hot:
min_distance_from_sun = 70
max_distance_from_sun = 140

The biggest issue if I don't do it via system scale (which is definitely the preference for when I look at it) is that I'll have to rebalance all the planet spawns. If you move the lower part of the scale it throws off all the spawn numbers. And I didn't want to have planets spawning too far away from red dwarves :P

Have you seen any of the special systems yet?
heinous_hat 30 May, 2016 @ 2:16pm 
I don't think I've encountered the specials yet (Eden, Pieces, etc yes?) but I have seen a trinary system, which I wasn't expecting ;-)

I'll try to grab some screens of moons within rings and asteroid belts. Here's an inhabited continental world that's a bit close link [imgur.com]

Currently playing a vanilla game to try to gauge whether the abundance of planets within sytems might affect scarcity of resources and such. I don't think I've seen a large enough sample size to say yet. Is there a way to log that on map generation?
Last edited by heinous_hat; 30 May, 2016 @ 2:18pm
Macmillant  [developer] 30 May, 2016 @ 7:15pm 
Good question... Not sure if there is I'll have to go looking at console commands. Would definitely help me decide on whether or not I need to balance it. Ah yeah thst was one of the special systems. Console commands 'observe' and 'intel' are what I'd use otherwise and just browse by eye but actually numbers would be nice.
heinous_hat 30 May, 2016 @ 7:54pm 
Voila! Enter 'resources' in the console for a breakdown with percentages. It wasn't on the wiki.

Likewise, 'planets' shows stats for planets.
Macmillant  [developer] 30 May, 2016 @ 8:13pm 
Yeah, I've been using the planets one for checking balance. As is is about as balanced as you can get it. .06% difference at most on a 2K star map.
Macmillant  [developer] 30 May, 2016 @ 8:15pm 
Inhabited worlds tend to spawn really close in and don't abid by the spawning rules I set because the script changes them to 'ideal worlds'.
heinous_hat 30 May, 2016 @ 9:54pm 
Yup, most of what I see nearest the star are molten, barren or something appropriate. The exceptions may all be inhabited worlds... I didn't notice before.

I ran through a quick series of map generations (1000 star, spiral-4) and compared to vanilla...

I'm seeing close to a 50% increase in planets (~9000 -> ~14000) and over double the resources (~19000 -> ~44000). The resource percentages are pretty close to vanilla, with a noteable dip in energy and rise in society pts. Energy only drops <5% relative to total resources, but relative to itself it's actually fairly substantial (near 25% decrease). Much of it gets picked up in society research pts.

I would guess that the resource statistics include planetary tile bonuses, given that they're more than doubling while # of planets is only going up by half.

You say you're seeing only a marginal difference with 2k maps though?
Macmillant  [developer] 30 May, 2016 @ 10:32pm 
The numbers/percentages are pretty consistingly this for a 2K map:
Resources 88K. The 39K is a normal map without my changes.
88K 39K X Energy: 15% 19.5% X Minerals: 39% 37% X Food: 22% 22% X Physics: 5.8% 6% Society: 11% 7% Engineering: 6.2% 7% Terror gas: 60-65 110 Terror liq: 140-170 110 Out of 775/360 resources: 30/4% 15/4% [These are ok] Garanthium Ore: 10-15 12 (24) Lythuric Gas: 10 10 (20) Engos Vapor: 85-100 10 (20) Teldar Crystals: 25 15 (30) Pitharan Dust: 75 15 Orillium Ore: 10 15 Satramene Gas: 100 20-25 Neutronium Ore: 15 10-15 Zro: 20 27 Alien Pets: 95 40 X Betharian Stone: 275-295 105-135 X Dark Matter: 10-15 15-20

Will test now without the system spawn changes.
Last edited by Macmillant; 30 May, 2016 @ 10:58pm
Macmillant  [developer] 30 May, 2016 @ 11:02pm 
Definitely looks like society:physics/engineering balance is off. As well as the Terror gas:Terror Liquid.

Energy/credits/food seem to be spawning in the right amounts. Alien pets and Betharian stone as well. The real question is do we need the resources in the same amounts as the default game? I haven't looked too closely at what each resource is for yet. Having some rarer/more plentiful might be beneficial to play.

Looking at the terrorforming tables an even ration for them isn't correct anyway it should be at a ration of 26 Gas:32 Liquid.

I'm not sure if I have too much of an issue with the rest of it. Most of the larger numbered ones are to do with happiness, growth, food, and habitablity and with more planets/moons to land on that probably works.
Last edited by Macmillant; 30 May, 2016 @ 11:30pm
heinous_hat 30 May, 2016 @ 11:36pm 
Ok, that's identical to what I get. I still think the energy drop is actually rather large considering it's 20-25% of total energy. But that isn't necessarily bad since it somewhat clamps the exraction of other resources.

As you say... who knows what's appropriate at this point? I think you'd need to balance around your own map configuration and game results rather than adhere to vanilla standard. There are a number of other factors to consider. For example, many of the additional planets providing these resources are of smaller size and/or lower habitiability, so it isn't really a question of equal scale.

I noticed the 'overnight' command... hopefully that works. Should be fun to test :-)
Macmillant  [developer] 30 May, 2016 @ 11:39pm 
overnight command?
heinous_hat 30 May, 2016 @ 11:44pm 
It should set the game to run unattended... I haven't tried it yet.

EDIT: Seems to be working. Probably good to turn off autosaves if you use it.
Last edited by heinous_hat; 30 May, 2016 @ 11:51pm
Macmillant  [developer] 30 May, 2016 @ 11:55pm 
ah nice! Thanks! I'll have to have a look at those research events and see if there is an easy way to fix it...
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