Stellaris

Stellaris

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Evolving Hyperlanes Redux
   
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3.463 MB
17 Jul, 2022 @ 1:04pm
3 Nov, 2023 @ 2:31am
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Evolving Hyperlanes Redux

Description
Evolving Hyperlanes Redux (3.7-3.9)
An update and refresh of Arkys Evolving Hyperlanes. With permission from Arky

This mod helps grow out the exploration phase by making some stars inaccessible at game start, and by having the hyperlane network shift and evolve over time.

  • HyperLanes grow and change over time, creating a more dynamic galaxy.
  • At game start many stars will be isolated and inaccessible.
  • Connections between pulsars will fluctuate often. They will lose and create new HyperLanes to their neighbours
  • Technology that grants starbase buildings to stabilise or grow the hyperlane network, and eventually, to remove hyperlanes
  • Hyperlanes with hyper-relays between them are stabilised and will not drop
  • AI will grow hyperlanes to expand their empire and grow connections to empires they are attacking


Compatibility & Disclaimer
  • May cause a lag when generating new HyperLanes depending on your PC and Galaxy size!
  • Play tested but certain events, special projects/anomalies could be effected. Feedback on where you faced an issue can help smooth out bugs!
  • Overrides message_types.txt, so will clash with any other mod that adds custom alert messages.

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Many thanks to Arky for figuring all this out originally and for giving me permission to update and release this redux version :)
Popular Discussions View All (1)
0
11 Oct, 2022 @ 1:28pm
PINNED: Why does it cause lag spikes on large maps? Why You No Fix?
Draconas
94 Comments
ModMaster9000 5 Mar @ 11:36pm 
I got it to work on saved-games, obviously not fully tested and I don't know if it messes other things up etc.

but its generating removing hyperlynes and giving you those messages that its doing it.

I have like 20-50 hours in this one save game, I was not planning on starting a new game
ModMaster9000 5 Mar @ 10:08pm 
I am sick of just owning the AI with "bottleneck" system starbases, its too arcadish for me, poor AI don't know what hit em, and I can activate relics and edicts immediately and like boost the fleet strength like 40% in a second

I really feel sorry for the AI, they don't know what hits them, all the time.

I really want to help them out a bit, to sometimes having to change systems where you build a star base to bottleneck etc. is better than nothing, why I like this mod
ModMaster9000 5 Mar @ 10:00pm 
"(The big one if you feel like coding is spreading the create and destroy events out across the year rather than having them in a batch)"

I see, yes I forgot this, you did say this
ModMaster9000 5 Mar @ 9:58pm 
I totally agree with what you said about the game's code written and ran in a way to not be able to change hyper lanes constantly, there's most likely as you say a "memory" being built up of this "map".

I did something similar in a interview assignment for finding shortest route from point A to point B and it builds up a "memory" first and re-uses it.
ModMaster9000 5 Mar @ 9:55pm 
I am still trying to make it work in saved-game, I don't care if it breaks galaxy a bit, there seems to be code that makes it at least keep country systems connected.

I did see something in modding wiki, mean_time_to_happen

now just an idea (only dabbled with modding this game):

you can use mean_time_to_happen instead of the monthly or yearly pulses, make it like a few days after or so before or after or something or when you know the game is least likely to process other events etc. which "spreads" out the processing maybe and this could maybe, maybe I am not sure, reduce lag.

mean_time_to_happen = { months = 5 } or mean_time_to_happen = { days = 15 }

basically specify a alternative interval
Draconas  [author] 5 Mar @ 10:17am 
Not really, as most of its work is done during galaxy creation, and the evolution is biased towards creation, so if added to an existing save it will mostly further interconnect the galaxy.
ModMaster9000 5 Mar @ 6:29am 
is this save-compatible, because I tried to make it save compatible, things are not panning out.
Draconas  [author] 9 Nov, 2024 @ 12:11am 
It will over time to connect the galaxy.

If you want to change it have a look at the events called by on_actions as they determine creation / removal.
MightNight 8 Nov, 2024 @ 7:26pm 
I like the mod, but it seems like it is creating more hyperlanes than actually removing. How would I go about making it a 50/50 chance of connecting and disconnecting?
wombit 13 Aug, 2024 @ 2:27pm 
gracias