Stellaris
Starbase Protection Range Extended (Depreciated)
14 σχόλια
Delaidra  [Δημιουργός] 20 Δεκ 2018, 6:51 
Rolled the functionallity into the main mod Starbase Trade Patrols.
Fishbones 17 Δεκ 2018, 23:16 
you accidentally added trade protection back into the description :P
Delaidra  [Δημιουργός] 17 Δεκ 2018, 20:15 
@eldiabs
I have updated the description to clarify the impact on 2.2.1 performance, and NSC state for 2.2.2.
Delaidra  [Δημιουργός] 17 Δεκ 2018, 19:16 
I went the other way and turned off NSC to use 2.2.2.

It looks like there are some other modders that found a work around to the performance issue in 2.2.1.
eldiabs 17 Δεκ 2018, 3:10 
NSC doesn't actually work with 2.2.2. AI won't build a single military ship with that mod enabled on the beta.

There are reports on the forums from numerous people stating that there are general performance improvements with the beta, but the root cause hasn't been fixed. Unless they recently updated the beta? Haven't checked...refuse to give up NSC...haha.
Delaidra  [Δημιουργός] 16 Δεκ 2018, 21:49 
Works fine with NSC. Tested an edge case in a previous save - 6000 stars, several hundred controlled systems, couple hundred starbases/colonies, several dozen trade stations, several dozen gateways, L-cluster, etc.. This game stopped running in 2.2.1 at ~1/4 the size due to the end-of-day stutter and no mods. I then loaded w/ 2.2.2 beta, ESC, +36 building worlds (modded save file), Gigastructural Engineering, and played it to ~2550.

Without NSC and this mod, my days take ~1/4 s to process, and months ~5 s. I used insta-build to turn all trade stations into Solar Strongholds with full Trade Hub / Hangars (in different combinations) and the Sector Patrol Office, and let it run a few months. There was no noticable change in end-of-day / end-of-month processing time.

This is on an i5-3330, GTX 1060 6 GB, 16 GB, 860 EVO 500 GB, 1920x1200 max graphics settings.

Thus, it seems this issue is on Paradox's side, and they have fixed it.

Hope that helps.
Delaidra  [Δημιουργός] 16 Δεκ 2018, 21:16 
Updated the description to clarify that Trade Protection Range is capped at +6.
Delaidra  [Δημιουργός] 16 Δεκ 2018, 20:48 
You can manually set your trade routes if desired, which helps with some of the strange pathing choices the AI makes. Best I can tell, 2.2.1 has severe end-of-day stutter w/ or w/o this mod, while 2.2.2 is working fine w/ it on a large late-game galaxy.

That mod just alters a line in the defines table to give a large base protection value, such that you can ignore piracy effects.
eldiabs 16 Δεκ 2018, 18:42 
Yeah it's most definitely going to show up if anyone uses this with NSC or builds more than a couple of gateways and starbases. Seems like it's an issue that's always been there, but with how they set up trade protection range pathfinding in the 2.2, the game can loop itself into a basically unplayable state as it tries to route and reroute trade lanes. Especially bad with gateways. Combine that with the piracy stuff, and everything the AI players are building...poof.

There's a mod out there that completely removes the trade protection range, and I can actually play a medium size galaxy with gateways and NSC starbases all over the place. Plays like a pre 2.2 game now. Before, with trade protection range modules stacked up, and gateways stacked up, things bogged down to a near stop. Something like 2-3 second ticks for every game day.
Delaidra  [Δημιουργός] 16 Δεκ 2018, 18:06 
The end of day stutter is fixed for 2.2.2, though some are still reporting it. I agree that the range bug that seems to have been introduced in 2.2.2 is pretty anoying for starbase placement.
eldiabs 16 Δεκ 2018, 16:57 
Cool idea, but until paradox fixes their pathfinding/trade protection range issues, this may very well make the stutter bug even worse. Especially if using a mod like NSC where you can cram a ton of modules onto a base.
dcleghorn987 16 Δεκ 2018, 16:25 
Very cool ty.
Fishbones 16 Δεκ 2018, 15:34 
:D ty!
MightNight 16 Δεκ 2018, 15:18 
<3