Модификация добавляет Yet Another Galaxy Enhancement Mod в игру Stellaris.
Оригинальное описание
This mod does several things for galaxy generation. Takes advantage of the new ‘cluster’ generation.
It operates on the principle of least surprise. Maxing out both primitives and advanced start empires will cause a lot of advanced starts to fail to generate, but this no longer disrupts fallen empires as it did pre-2.2. Lots of primitives can block civilizations, however, so beware trying a 5k start.
Commentary is welcome, but this is first and foremost my own personal mapgen mod.
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1) Tweaks galaxy generation to produce somewhat less mazy results on 1.0 hyperlane gen. Larger clusters, sometimes with higher than vanilla internal connections, with more bridges for empire starting clusters, making them less likely to get boxed in.
2) It adds six new galaxy sizes.
— Massive (1,250 stars): At this size, all leviathans are guaranteed to spawn. Not much slower than 1k star galaxies, generates in reasonable time. Guarantees all special spawns except for the ruined megastructures, Sanctuary, Zanaam, and max gateways. Recommended This is a pretty good balance for seeing most things in a galaxy and performance.
— Enormous (1,500 stars): Performance here is still ‘okay’, especially if you cut down on habitable worlds.
— Gargantuan (2,000 stars): Guarantees maximum gateways.
— Titanic (2,500 stars): You will likely need ~4 gigs of free RAM for the endgame. Guarantees all special spawns except for the Ruined Dyson Sphere (SSC=2), Sanctuary (SSC=2), Zanaam (SSC=3), and the Ruined Ringworld (SSC=3). This is about as far as I’m okay with going regularly in 2.3. You should use a performance-boosting mod with this. Preferably something that reduces the number of jobs available.
Note that some stars will fail to generate. This isn’t so bad below 3k stars; you lose about 20-30 spawns, from ‘Massive’ to ‘Titanic’. This gets far more noticeable in the Colossal settings.
The Colossal presets. With Stellaris now 64 bits, truly massive galaxies are now possible to generate.
Warning There are reports of this bugging out at 4k stars. These sizes may not be very safe. At the very least, you will need to be very patient for cache rebuilds. The L-Cluster — and any mod that does something similar — will take a very long time to perform a proper cache rebuild, so understand if it’s not open yet, the game may appear to hang and go ‘not responding’ for a very, very long time. This has not actually crashed on me, but it sure can look like one.
Certain things take exponentially more time as the galaxy grows. In general, playing on these settings is more for bragging rights or perhaps as a setting design aid.
— Colossal 3k (3,000 stars, ~2,960 actually generate): No guaranteed advantages over Titanic.
— Colossal 4k (4,000 stars, ~3,930 actually generate): Guarantees Zanaam and the Ruined Ringworld.
— Colossal 5k (5,000 stars, ~4,900 actually generate): Guarantees everything. Generation takes about 40 minutes on my laptop. Civilizations can get blocked if you try to max out everything.
3) Adds star, black hole, and nebula names to make sure the above have unique, decent names. It’s more curated than most other namelists you will find.
4) Tweaks galactic map scale and camera settings so you can actually view the entire galaxy and still see the stars as all distinct, even on 5k.
5) Increases the number of precursor systems. They default to raw numbers rather than percentages of the galaxy, unfortunately. This means they will be pretty sparse at high values, still, and playing on sub 1k galaxies will have a lot of systems with multiple precursors.
6) Fixed ring galaxies boxing out. They’ll seem a bit smaller/fatter, however.
7) Increased fallen empire limit, to 6/8/10/12 for the four ‘core’ sizes and 12 for the colossals, forr those with mods adding more fallen empires.
8) Massively increased potential AI selection. The game runs out of names and bugs out in various ways past ~90 — I suggest you make some custom empires to force spawn if you want to max things out.
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Compatibility: This mod modifies a small selection of defines, as well as /map/galaxy/base.txt in ways that may not be compatible with others (it modifies spiral_2 and spiral_4 also, but everyone else does the exact same thing). I modified ring.txt as well, anyone modifying this probably has the same intent even if it is not the exact same. I also edited the medium, large, and huge galaxy generations to reflect some of the cluster edits I made. This will naturally conflict with other galaxy generation mods, but if you let it overwrite things it won’t break anything.
I specifically went through and verified that my mod has no name conflicts with cyberxkhan’s namelists. Namelists that add real star names will cause duplicates, however.
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Future Plans
• Add enough star names so I can pull the IAU, Constellation, and Exalted names out, possibly into their own mods. Do something different with Exalted — maybe its own namelist.
• Add more empire and species names. Starting to get repetetive.
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Update October 29th: Version bump, more names, increased AI limit.
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My Main Stellaris Mods
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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
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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.
Как установить данный мод
Скачать архив. Распаковать. Скопировать мод в папку: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/workshop/content/281990/
Если папка отсутствует – попробовать запустить игру или создать папку самостоятельно.
Распаковать файл .mod в папку: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/mod
Или просто воспользоваться кнопкой «Подписаться» (Subscribe) в Steam.
Мод должен появиться в лаунчере игры во вкладке моды – остается только активировать его.
Enjoy the game:)