Stellaris
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Wild Space 3
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97.865 MB
31 maja 2021 o 10:08
14 lipca 2021 o 5:41
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Wild Space 3

W 1 kolekcji stworzonej przez PrettyAverage
Wild Space
Przedmioty: 4
Opis
tldr; adds uncolonisable space to make the galaxy feel bigger and allow more movement and exploration.

Updated to 3.03. 2.8 version available here

Changes from 2.8:
  • Integrate Wild Space: Control (Fortresses / gateways / techs etc);
  • graphics update;
  • small empty core for easier compatibility.

Summary

The purpose of this mod is to make galactic geography matter. It:
  • adds “wild space” systems that cannot be colonised, which fill most nebulae and parts of galactic core;
  • adds differential hyperlane density between "wild" and "normal" space;
  • links areas of wild space to the core via wormhole;
  • adds new galaxy maps that dramatically increases the proportion of systems that are within a nebula;
  • adds larger map sizes, which should perform better because of this mod.

By doing so it prevents the entire map from being locked down by empire borders by the end of the early game, increasing manoeuvrability and extending the exploration phase of the game. It also reduces the number of habitable planets and should increase performance (whilst not changing the density of planets as determined by standard settings).

Vanilla friendly and should be compatible with all mods that don’t effect galaxy generation. Real Space and Gigastructures compatibility is built in.

Wild Space Mods




“Wild” or “neutral” space

Adds systems without any central star which I’ve called “wild space”. Stellaris will only allow you to build a star base on top of a star. Removing that star makes the system un-colonisable and permanently neutral. ‘Wild space’ systems have some relatively violent nebula visuals. If you have Annatar’s absolutely beautiful Real Space mod activated the in system effects will be a mix of his and Vanilla. If not, the visuals will be entirely based on Vanilla nebula effects.

These systems should fill most of the space within any nebulae that are generated except for: the areas immediately surrounding empires; Fallen empires; marauders; special systems etc. With the appropriate submods, they'll also fill the core (see here and parts of the galactic rim (to be updated).

That means that large tracts of space will remain traversable and impossible to lock down throughout the game. The size of those zones is determined principally by the size of the nebula and the number and positioning of empires. On the standard Vanilla galaxy sizes the nebulae are very small. On the maps added by this mod the size of those nebulae are massively increased and wild space will fill an appreciable proportion of the map.

The exact scale of wild space on the "Wild Space" maps is random. The systems will / should not spawn within two jumps of any empire homeworld. So if you play with high numbers of empires, and particularly if these empires are spread relatively evenly, the amount of wild space will fall significantly.

Exploration

Vanilla Stellaris exploration ends when all of the systems are gobbled up. This tends to happen quickly. Preventing this from happening naturally increases the length of the exploration phase and makes it much, much harder for you to be shut out of other areas of the map.

I’ve also changed a few standard Vanilla systems to only appear in a nebula and have added a few special systems as ‘islands’ that should only appear in the middle of wild space. These systems are colonisable and tend to either be rich or include rewards.

Performance

Graphically, the systems are probably a little bit more demanding than Vanilla nebulae. Low graphics version available from mod menu.

Otherwise, it shouldn’t have any impact on game speed. Given that it will reduce the amount of colonisable space and planets at any given galaxy size it should have a mildly positive impact.

Maps

Maps are labelled as either "Wild Space" or, and for the larger maps - only, "Linked Nebulae". Wild Space maps have a relatively smaller number of larger nebulae which will be distributed more or less uniformly around the Galaxy map. Linked Nebulae maps generate far more, smaller nebulae which are distributed randomly and will often connected with each other. That leads to, in my view, much more interesting and varied geography. Linked nebulae works better for the custom maps larger than 'Huge'. It doesn't work quit so well on smaller maps, though is also available on 'Huge'.

New sizes are:
  • Massive - 1250 stars
  • Enormous - 1500 stars
  • Humongous - 2000 stars
  • Mammoth - 2500 stars
  • Gargantuan - 3000 stars

Warning: Wild Space does help with performance on any given galaxy. But larger galaxies are still slower.

Compatibility

Overwrites:
  • crisis.199
  • crisis.12
  • crisis.17
  • crisis.120
  • crisis.1000
  • ancrel.9999
  • Various Camera / Graphics defines, MAX_EXPANSION_DISTANCE and EXPANSION_COST_DISTANCE

Load order: below Real Space / anything modifying crisis events is the only thing that should matter. Below anything modifying galaxy map graphics (particularly borders), otherwise you'll have issues with disappearing borders and flags.

Popularne dyskusje Zobacz wszystkie (3)
35
14 lutego 2023 o 14:57
Bug Reports
PrettyAverage
10
17 czerwca 2022 o 9:50
Feedback
PrettyAverage
0
27 sierpnia 2021 o 0:39
More AI Empires Submod
💖⎛⎝Silver Knight⎠⎞💂☢☣
Komentarzy: 236
Remulus 13 września 2024 o 16:23 
Possible to make a Remake with using permanant and stationary Nexus Storms from the new DLC? This would not be too hard and friendly with more mods that affect galaxy generation.
Jach 1 lipca 2024 o 16:12 
@Killecs That's kinda broken too. Some experience CTD and I've seen a lot of Asteal Rifts uselessly spawn in Wild Space with it
Mishal Killecs 23 czerwca 2024 o 5:47 
This mod is kinda broken, use the patched version.
https://gtm.steamproxy.vip/workshop/filedetails/?id=2860980668
mikeboydus 20 maja 2024 o 19:19 
I am using this and so far no major issues. I like the absence of the hyperlanes which clutter the map. Using this with No Space Race 3, NSC3, and US Astro Fleet for NSC3 on a gargantuan map with no AI empires, just a vast galaxy with anomalies and archaeological sites of dead civilizations.
Zenchi.Senkusha 1 listopada 2023 o 16:37 
Mostly still working for me but the hyperlane station tech doesn't pop up?
Valykino 10 lipca 2023 o 8:40 
any updates coming?
Spiritouspath 14 marca 2023 o 23:52 
@Vietnam yes it pretty much will if you dont have a supercomputer
Vietnam 24 stycznia 2023 o 11:01 
Will my pc get deep fried and then explode if i load the "Mammoth" Galaxy?
Hammerhead22 30 listopada 2022 o 7:43 
Yohello has made a mod that patches the hyperlanes and is updated now for 3.6
Ren'jôkir Wintersong 29 listopada 2022 o 7:47 
I have the same problem with Hyperlanes not being displayed. Tried changing mod order but that didn't help