Stellaris

Stellaris

Incremental Hyperlanes
23 kommentarer
Carte Navigom 1. okt. kl. 13:56 
Please update for 4.X
WilkuRs 1. okt. kl. 8:55 
Works with Shrouded Regions?
Pietrooperv 30. sep. kl. 16:28 
Does this mod stop working after awhile for anyone else? Right at the start of the game I was finding hyperlanes left and right. Way more than what I expected for my 0.5x hyperlane galaxy. The systems around my homeworld look like a 2x or even 3x hyperlane galaxy. But now its 2285 and its been, like, 50 years since I found any hyperlanes at all, let alone any that actually let me break out of my cluster. I've tried building starbases in different systems, but haven't found any yet.
Vex 22. sep. kl. 8:22 
Love the mod idea, but I think I just got very unlucky.
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.
Gake 8. sep. kl. 10:13 
I like the idea of this mod, but it's implementation kind of... Breaks A LOT of things.

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.
Avo 5. sep. kl. 23:32 
I really enjoy that this mod feels more like different worlds colliding when the player eventually runs into computers, rather than just random conquest. Please keep doing this, I think it's absolutely incredible.
Laini 5. sep. kl. 15:43 
You can witness new hyperlanes pop up for the AI in single-player observer mode. Both from science vessel discovery and the regular 5/10/20 year interval from starholds.

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.
Herbreon 5. sep. kl. 0:56 
The mod idea is great, but when playing with friends on a 1500-system scale, any spawned AI empires are unable to wage wars against each other due to the lack of hyperlanes. Additionally, I suspect the AI might not have a mechanism to reveal hyperlanes at regular intervals, because after fully upgrading the Sentry Array megastructure, I noticed that every new hyperlane only appeared near my empire and my friends' empires.
shexplorer 2. sep. kl. 12:58 
I have no way to know how easy/hard this is but: could you add in a modifier for the type of sensor used. Base sensor = current % chance of reveal, each upgrade increases liklihood of science ship discovering a new hyperlane and upgraded starbase has chance x2 for each sensor upgrade (for ex.)
kinngrimm 1. sep. kl. 3:26 
In 2225 i had the 3rd hyperlane opened. 3 additional systems since game start to a total of 11 systems.
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.
Bluetail 27. aug. kl. 8:34 
Reminds me of fog of war/fog of connection from Civilization in its own way for Stellaris.
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
Chameleon 24. aug. kl. 14:12 
This seems really cool. IMO there are too many in the game
Tankthinker 24. aug. kl. 12:26 
I think its way to slow, im just sitting around waiting for hyperlanes to be discovered with nothing else to do...
Lex 23. aug. kl. 11:33 
looking forward to trying this out, sounds like itll improve immersion a lot
𝕍𝕚𝕥𝕒𝕝𝕚𝕜 22. aug. kl. 19:16 
top:steamthumbsup:
tilarium 22. aug. kl. 5:18 
This definitely looks interesting, it completely changes the way the game is played in a fun and dynamic way.
ACExtravaganza 21. aug. kl. 17:43 
Doesn't seem to work on current patch
Draconas 21. aug. kl. 11:14 
Hello, Exploring Hyperlanes author here. While it is doable (and @Arcontinno is welcome to pilfer any code from my mod if they wish (which itself is a revamp of the original)) there is a large issue, that I was never able to resolve.

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.
Nesserino 21. aug. kl. 9:26 
I've often thought the way stellaris ought to work is with hyperlanes being "discovered" naturally or forged by some expensive means, and that until that process is available travel between systems should be possible via some limited FTL system, maybe "Warp,"

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
Arcontinnio  [ophavsmand] 20. aug. kl. 17:56 
@MorallyGray: The Evolving Hyperlanes Redux mod does something like that. Haven't tried it in 4.0 yet but the comments claim it's working.

To answer your question, yes it's possible to do, but that doesn't really align with my goal for this mod.
Marianojoey 20. aug. kl. 15:04 
This is an awesome idea for a mod, but MorallyGray's idea is a nice upgrade to yours. Could it be done? :)
MorallyGray 19. aug. kl. 4:43 
Question, could you write this so that existing hyperlanes colapse as well as become uncovered?
Laini 17. aug. kl. 16:24 
lmao thank goodness I checked the mod before going back to my game, there sure would've been pie on my face if I played 20 years and didn't have a hyperlane update!
But I'm so glad you're adding things to this - I can't wait to see what kinds of changes there'll be!