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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
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
I see, yes I forgot this, you did say this
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.
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
If you want to change it have a look at the events called by on_actions as they determine creation / removal.
tech_hyperlane_removal
Instead there is an event that fakes them using one every few years and adds hyperlanes as relevant (it will prioritise linking to territory the AI is at war with). It is not possible to deactivate.
I haven't been able to find isolated corrupted avatar to tag it. If anyone knows what its actually called let me know and I can flag it.
ehl_is_special_star = {
OR = {
has_star_flag = sealed_system
has_star_flag = extragalactic_cluster
has_star_flag = lcluster
has_star_flag = mem_sadrell_extant_cluster
has_star_flag = outercluster
has_star_flag = egs_cluster # extra galactic cluster start
has_star_flag = giga_galactic_center # gigastructures galatic core
}
}
Chosen is a bug. I need to add them to the "no connection" logic which already covers the L-cluster and a bunch of mod-added clusters. Chosen are slightly more difficult as they are an actual empire, but should be workable.
I like the concept of the mod: hyperlanes changing, being able to create/stabilize/destroy hyperlanes yourself. But if it means that other aspects of the game are broken, like The Chosen prematurely escaping their cluster and killing everyone, then I don't think I will continue to play with this mod.
Please find out if you can prevent extragalactic clusters and special, non-connected systems from having hyperlanes created with them.
*This is the last comment, hope it wasn't too much.
So, is there a limit to the distance that systems can be connected through hyperlanes? Is it possible to prevent hyperlanes from being created between extragalactic clusters or other special systems that are only accessible through gates/wormholes, like Dacha for example? The L-Cluster? The Chosen cluster? Corrupted Avatar trinary system? Ultima Vigilis, etc.?
This was the first game I played and I didn't get to experiment with or use any of the starbase buildings, because The Chosen appeared out of nowhere and started ravaging me. I can see something like that being a constant issue in games where empires like The Chosen are breaking our of their confines in every game and destroying anyone close, like what happened with me. Could also turn into an issue for the other star systems/clusters that I mentioned that aren't normally connected to the main galaxy.
*Continued*
Now NORMALLY The Chosen are supposed to be locked in their own extragalactic cluster, secluded from the galaxy, and only connected through an unstable wormhole that the player or another AI must open to gain access to the cluster and for The Chosen to be able to access the rest of the galaxy. This is an issue because The Chosen are 1) fanatic purifiers that will kill everyone and 2) they have access to several gaia worlds and habitats in their cluster which makes them INCREDIBLY powerful. So, naturally, my game was ruined.
I suspect that they used the starbase building to create new hyperlanes, judging by the sheer amount of hyperlanes connecting from their cluster to the systems on the edge of the main galaxy.
*Continued*
Spawned on the edge of the galaxy, in a cluster of systems with only a single hyperlane connecting to the rest of the galaxy. Was completely alone, doing my own thing. Then about 20 years in, a hyperlane connection formed between a system in my cluster and another system on the edge of the galaxy, it was just a short jump away. A few years later it turned out to be The Chosen, a special empire that was added in by Paradox a little bit ago.
*Will have to continue in another comment: "Comments must be less than 1000 characters in length."
Specifically, the issue is you have the general hyperlane expansion for *ANY* system in the galaxy, and then there's the event that fires off if civilizations have the right tech to alter hyperlanes themselves. It's that bit I deleted. Overall, it reduces the number of calculations, or at least disruption in play. I can go for a coffee for a minute or two at the turn of a year... if it happens constantly through the year it becomes a problem.
I get that makes a total mess for the AI, because it really ain't that smart. Now the way it used to work is... you had a gradual hyperlane expansion to mid-game year, and then all systems developed fully fledged connections unless they were special systems.
I have just pushed a new version, have a go, (it will need a year for existing ticker events to age out).
But that has moved all the AI events into 1 uber event that runs it synchronously for all AI empires in a batch on 1st January, see if that performs better for you.
Like its very interesting to me that its the AI events that are causing the majority of your lag spikes not the general ones.
They should not be adding that many additional calculations, but I suppose if you have a lot of AI, then not many * a lot equates to a lot in the end, and each one runs as a separate batch
Problem is that without those events the AI is basically stuffed, because it needs hyperlanes to develop in order to expand. I will have a consider and see if I can alter the way they operate to put all the AI events into a single massive batch that pauses galaxy updating while its running.
Recommendation: Allow an option to only do yearly hyperlane changes. The randomized thing is nice... BUT it means there are major lag spikes constantly through the year. Or put it as an option. I'm fine with waiting a few minutes to see what happens at the new year, or after I fire off a hyperlane manipulation building, but otherwise you get lag spikes through the year constantly, making the game unplayable, as various empires disintegrate and so on and so forth and increases the number of active players.
Edit: I did a sort of an edit to deal with the lag... removing the "ehl_ai_events.txt" file from the mod works and totally fixes the issue (note: still on 3.7. 3000 ish stars or more). Sorry to be "that guy".
I only say it like this as "experimental subspace navigation" science ships can have, And how emergency FTL works, would suggest that travel outside of hyperlanes is possible but it's not the fastest or the most safe. i also believe somewhere the game says hyperlanes are naturally occurring so it's not like your science ships would be generating/creating them.
As a fun aside, this mod pairs really, really well with Eager Explorers. They don't care if hyperlanes don't connect to certain places - they don't use the darned things.