Stellaris

Stellaris

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Sensor Expansion
   
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20 Feb, 2020 @ 10:44am
13 May @ 12:29am
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Sensor Expansion

In 1 collection by Ariphaos
Ariphaos Personal Modlist
23 items
Description
This is a simple mod that makes sensors fail at seeing into or out of more systems than just nebulae, space storms, and sealed systems / the L-Cluster. It also adds sensor jamming and a (very late game) way to breach it.

As of 3.13, it also reduces sensor range slightly. This is only terribly relevant at the beginning, but it does make it harder to see 'around' systems.

  • Neutron Stars
  • Pulsars
  • Black Holes
  • Wormholes

It also provides sensor tech to overcome each of these, including sealed systems/the L-Cluster and nebulae.

The end result is quite interesting. Parts of the galaxy are hidden because there is a black hole or something in the way, and you don't automatically get to sense everything within several systems on the other side of a wormhole. It also fills out Physics tech a fair bit, which was previously a bit sparse. And gives an option - albiet late game - for seeing into nebulae besides building the spy orb.

This mod modifies a specific game rule, as well as the sentry array/spy orb. Anything that doesn't modify those will be compatible. Modifying the sensor game rule is pretty rare, and clobbering someone's sentry array edit isn't the end of the world.

Version 1.4: Obsoleted the neutron star sensor tech, now it is a part of tier 4 sensors. The sentry array no longer requires all tech to be researched up front, so you can build up to it.

Version 1.5: Added a flag, ariphaos_sensors_installed, that allows other mods to sense our presence.
My Main Stellaris Mods
===================

These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.

My Other Stellaris Mods
====================

These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Free Galatron With Purchase - Makes the Galatron and ancient trade routes exceptionally likely results. Also how I discovered you could end up with more than one Galatron in a Galaxy. I wrote this because I have yet to obtain it normally. This should only be used in Multiplayer where everyone is aware that whoever opens the first reliquary gets the Galatron.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.
Popular Discussions View All (1)
0
20 Jan, 2023 @ 6:03pm
Quick question for an adaption of this mod / other version
MobyDack
73 Comments
Arcturus 13 May @ 12:19pm 
Thank you very much for the update and for this mod.
Ariphaos  [author] 13 May @ 12:31am 
4.0 update. I am going to be testing some logic for letting the listening post bypass some of these -at least one system in, anyway. First I want to test performance.

Mod variable: @ariphaos_sensors_installed

I am serious about namespacing >_>
Inny 9 Jan @ 2:30pm 
Hello, can you please add a scripted variable for compatibility? @sensor_exp_mod = 1
Thanks!
Ariphaos  [author] 7 Nov, 2024 @ 8:24am 
@Abby Normal you would be correct.

Fixed, thank you.
Abby Normal 6 Nov, 2024 @ 6:19pm 
I think this mod might break space fauna ships. I dont have time to check for sure, cause i was using other mods as well, but the bio-sensors used for base space fauna ships were missing so i couldn't make any designs with them
King Brick 10 Sep, 2024 @ 4:44pm 
This mod is a bit tricky to get full compatibility with both Gigas and ESC. For now this can just overwrite Gigas no problem. But its a bit trickier with ESC. Load before and you don't get the decreased visibility. Load after and it break ESC's progression plus once you get into ESC sensors, you lose the benefit this mod provided anyway. Right now I'm settling with this in-between the two, but eventually I'll patch your reductions into ESC - should be easy. Trying to patch Gigas with this seems a bit more difficult.
MobyDack 8 Jul, 2024 @ 2:52pm 
any news on lower hyperlane detection? :D
kinngrimm 4 Jun, 2024 @ 3:59pm 
Very enjoyable mod. If i may add to the cerators last comment. Maybe have a small window pop up by edict or just at game start, to change ranges or whatever else might maybe flexible and a balancing issue, so that singleplayer can easily find their own balance as they like it. Though for multiplayer i don't know, i guess people would need to vote on it within ingame chat how it should be configured and then the host would be the only one able to adjust settings.
Not sure if this would be beyond the scope you had in mind. Just my thoughts. I like to be flexible, thats why i use mods in the first place :) Test out, keep what works, disgard the rest.
MobyDack 31 May, 2024 @ 5:52am 
maybe scan and hyperlane detection ranges are the other way around. Im not sure anymore :(
MobyDack 31 May, 2024 @ 5:36am 
Micromanaging wars would be sooo much cooler since you'd actually have to risk sending ships into systems to know whats in the system if you're in the offensive.

Leaving picket ships in systems so an enemy fleet doesnt flank you from behind.

Usually I play stellaris 3-4 speed but if you were to make this mod reality, I'd just play 2 speed all day long and micro manage my wars and feel like a real admiral <3