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Is by this ideal_sq_dist_between ment the ideal starting distance between empires?
Would't that and the min distance be needed to be setted depening on galaxy size and what we define by the empire slider count in the setup window?
When you overwrite value with _num_empires is that where you get the formentioned coreelation?
What is the cluster mentioend in cluster_distance_from_core?
Is it refering to a cartography aspect of the galaxy or are the empires which are bundled together in vanilla as cluster ment by that?
I have another mod installed which enables to have core planets and star lanes to them.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=689808162
At first installation that mod and this together worked flawlessly, sadly not anymore.
I still got core planets, but your mod is either inactive or the first of both to be loaded considering your earlier explantion in the comment section.
EDIT: found a 3rd installed mod :) which may cause this conflict i experience
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=683326728
As far as I understand, vanilla Stellaris is balanced in such a way that the amount of space given to each empire at the start is not affected by how much space is in the galaxy as a whole. No matter how big or small the galaxy is, the minimum amount of space needed for an empire to be able to function/expand/be fun remains the same. Same is true for ideal distance.
A cluster in this context is a cluster of empires, the clusters this mod "removes." Vanilla Stellaris spreads out clusters of empires around the core, not too close to the core and not too close to the far edge. I set this to 0 and the size of each cluster to the galaxy size to, basically, give 100% overlap of clusters and hand off all empire spacing responsibility to the minimum and ideal distances set elsewhere.
At least, that's my understanding. Based on testing with this mod, seems to be how it works.
I will take a closer look, but at first glance they seem to modify the same files my mod does. Unfortunately, Stellaris seems to load mods in no particular order. From what I have seen, you can't tell Stellaris which one to load first or predict which one it will choose.
You can disable my mod and make the edits as described above to Galaxy 2.0, to get the functionality of both mods.
What about the Biased mod? It removes/overwrites things in a way so entire planets(and/or systems?) are not created. May that mess with distances calculations?
Are there any steam workshop rules i would have to consider if i do that?
I know it would be good form and all to notify allways anyone of those i would intend to use their mods in such a merged mod, but some are rarely online or nether update hteir mods, some don't care about that at all and some are pretty adament when it comes to their project of pride ^^
I would give credits, but i am hesitant to always make contact with the mod developers as they could just say no, even if it would be obvious that they themselves are not the first once to have had an idear like theirs. Their are after all several mods out there doing the very same thing.
What is your stance on all of that?
Would you want to be co-author?
I'm looking into your mod now so we can make them compatible, some of my subscribers asked for this and I really like this idea - I enjoy a little more exploration room myself.