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Rapporter et oversættelsesproblem
Age 2245 and I am still stuck on a small island.
Midgame is supposed to be 2275 in this game.
Would be great if the number of lanes added every x years could be adjusted to be a bit higher.
What if instead of removing the hyperlanes and then adding them later on it adds FTL Inhibitors in the form of "debris mazes" that blocks the usage of hyperlanes until the same time scales? Also, this would enable certain empires to be able to traverse the hyperlanes while others wouldn't be able to, so space fauna and FE don't get broken by this mod. Then on top of that you could add Espionage operations to steal the hyperlane information of other empires in preparation for a coming war.
Maybe it's different for multiplayer? Wouldn't that be annoying!
I know one thing slowing down, or stopping, AI from discovering new hyperlanes is that they have no motivation to build starholds. So if they build like, one or two, but they aren't in range of any stars then that's just it for them.
I've been doing things like putting it to 4x wormholes to help AI out, and adding a mod with shifting hyperlanes (Wild Space 3 Patched - modded so the shift interval is slower and spawns more Wild Space), to mix things up and make sure the AI doesn't stagnate for centuries.
I was also thinking of adding more starting planets (I usually have zero) just so that in the event that an AI empire does stagnate for centuries, when I find them it'll be like a very deadly surprise.
In 2085 30 connected systems, not yet direct contact to any other empire.
This is definetly for people who like to minmax their snowball as you can leave out lots of tech and concentrate on eco-ing, on the other hand you do not have access to as much space which also held opportunities that otherwise would have speed up your progress.
To me it feels like there is some interaction missing within which i would be able to influence a faster connection of hyperlanes or slow it down. I have had the "Hypertraversal Manipulation 2" mod installed in paralle, but its technologies have not yet popped up so i would be able to take away lanes or add some manually and i am curious to find out if your mods logic migh collid with that oine.
Considering scientist irl are now finding some kind of pathway between stars irl, maybe hyperlanes are real and need to be discovered.
What do we know? lol
Performance. Redrawing the hyperlane graph in Redux caused a noticeable lagspike in large galaxy's by the lategame. I wrote an article in the mods discussion thread about why I think it happens and the background calculations that cause it. Hyperlane removal is inherently worse for the network on average than addition.
The way Evolving Hyperlanes worked meant it never stopped while this mod I am guessing the hyperlane graph changes tail off later on. It was always something I wanted to look into, but it required a complete rewrite for uncertain results.
Super pleased to see @Arcontinno's take on it and support keeping it in line with your goals for the mod :) especially as there might be a technical dragon lurking in hyperlane removal.
So in early game there should be warp, which is slowly surpassed by the far superior hyperdrives, which is slowly surpassed by the far superior hyper relays
To answer your question, yes it's possible to do, but that doesn't really align with my goal for this mod.
But I'm so glad you're adding things to this - I can't wait to see what kinds of changes there'll be!