The Galaxy is asphyxiating.... small!

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Pancakelord

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There are still some things I would like to implement so the library is not ready to be unleashed (build order supports only starbases, survey cannot fire anomalies due to custom on actions not saving properly from= scopes etc, want to do army land order etc, fail on action etc).
Fascinating stuff. As a small aside about your build order thing. Are you just playing the construction GFX/Audio in addition to the ship being told to wait? (i never did figure out how those slowly growing green construction hologram meshes work, I assume it's some sort of shader)

I've found a small (probably not workable for your application) way to manipulate the ship-order line's text. You can set up a special project with a given TITLE and it'll appear in the ship's order roster (below I've been figuring out how to make bulk repairable def platforms), i've got a "V2" of my own construction ship mod, that uses an AI sub-empire to hold the constructors, and I order them about (to build stations etc) by assigning 100 day timed special projects "Build Mining Station" etc. As they're in a sub-empire run by an AI your situation log isnt clogged with entries, and can see the constructor is "building mining station" by clicking on it, whilst it's waiting about.
1632961681386.png
1632962290662.png

I can easily implement support for custom windup GFX as an optional parameter, this would effectively make wormhole drive etc, no? (I never played old Stellaris).
Yeah pretty much.

Complete wormhole drive logic worked like this:
  1. Build a wormhole station in a system. You could have multiple.
  2. Each station can send 1 ship[or fleet] at a time (vanilla setting) somewhere [so multiple stations = "higher ship throughput"].
  3. When A ship/fleet is ordered to go to system X.
    1. It paths to the edge of its current star system, near the wormhole station
    2. Winds up (time scaling with fleet size or naval cap somehow)
    3. Travels (instantly - the "wind up" is the travel)
    4. No wind down.
Here's an example of it in action.
 
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Bankipriel

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Imho, the biggest problem is that most of space is just meaningless once it's explored. Space resources hardly matter, so everything between planets essentially becomes white space after the early game.

If there was more interesting stuff between planets to claim and conquer, then maybe wars wouldn't need to be fought over such large parts of space to feel like you're getting something out of them. And maybe expansion as a whole would feel more rewarding, and less like a beeline to planets and bottlenecks.

This.

I've been saying forever (including way before the economic rework of 2.2) that the economy needs to be reworked so that the thousands of uninhabitable planets on the map are actually worth something, and consequently, actually worth fighting over.
 

klopkr

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1000 stars is big enough if you reduce the number of civilizations to make it feel roomy. i usually go with like 10-12 ais in a singleplayer game, plus marauders, traders, and fallen empires.
When you only have 10-13 enemy civs the galaxy ends up feeling politically small.

This game is a pitance compared to the massive sprawling maps of CK3, Eu4, and even HoI4. Absolutely antithetical to the true size of space.

Slowing fleets down isn't satisfying either. Although possibly the best bandaid modders can do without cooking everyone's PC. I still remember when they slowed down fleets massively the first time and wars at the start of the game are still a CRAWL. Imo it highly reduces the tactical element of the game because you have to predict where your fleets will have to be or take punishingly long times moving to the new threat. If my fleets are focused on one side of my empire and a war is declared on me on the other side I can lose so soooo much time just moving my fleets to be in the right place. Even worse when you think a front is closed because of other empires seperating you only to find out they a way through over there all the same.

Yes some systems feel like empty space, except when I need them as a buffer to actually fight and defend in! In those cases I need so so much more space. The AI can't even handle the game unless they get a pretty decent number of planets either.

At the end of the day this games age is showing and it shows most in the size of the galaxy. Untouched from launch day and tiny even compared to other grand strategy and space 4x games.
 
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Bezborg

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Imho, the biggest problem is that most of space is just meaningless once it's explored. Space resources hardly matter, so everything between planets essentially becomes white space after the early game.

If there was more interesting stuff between planets to claim and conquer, then maybe wars wouldn't need to be fought over such large parts of space to feel like you're getting something out of them. And maybe expansion as a whole would feel more rewarding, and less like a beeline to planets and bottlenecks.
I agree so much.

Space is completely meaningless.

I wouldn't mind to have only 50 inhabitable systems in the galaxy, if it's *meaningful*.

The galactic map really needs a roots-up rework, it's way too primitive for a game of this scale, or rather - ambition of scale.
 
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Archael90

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True. Though I always assumed it was because people were complaining Hyperspace fleets were too hard to catch, suffering from "whack a mole" syndrome, rather than wanting battles to happen inside systems specifically (as I recall plenty of "in system" battles when playing both mixed, and HS-only, games).

Either way, as I mentioned in the spoiler in my post earlier, battles do now often happen on the outskirts of systems - later in a match with higher tech fleets. With how range (and the addition of XL weapons) have changed over time, fleets often engage the moment they jump in to a system. The art style holds the game's in-system combat back more, in this respect, with its cartoonishly-scaled star systems.

If systems were substantively larger, or engagement ranges/ships scaled down a lot, that could pave the way for real tactical fleet mechanics - but this is both never going to happen, and, per the direction the game has gone since 2.0++, outside the scope of Stellaris.
So we'll always have battles playing out like dogpiles with limited fleet manoeuvres once L slots are unlocked and range "caps out". Might as well just revert hyperlane functionality, too, rather than forcing fleets to always cross systems. Even ones devoid of enemies.


  1. I have a thread (also in my signature: Wormhole Drive Tests. 2.8.1. Proof Of concept. ) where I looked at the feasibility of implementing wormhole station-style FTL.
    • Short answer is yes it can be done, but it's not really playable.
    • Long answer is you can mimic the original wormhole drive -
      • but with how bypasses are coded, you need to do some hackish things to create a wormhole drive unit for your ships (as ships need to be able to "go to FTL" to use a bypass - for some reason - so a ship with no FTL drive [one that cant also use a hyperlane] cant fly through a gateway (I assume this is due to some coding shortcut they took).
        • Likewise sensors continue to render on a hyper-lane distance basis - though this can be fixed through (unperformative) scripts that update intel on all stars within "X distance" of your colonised systems, for example. OR only give you active sensor coverage on your current systems, killing off long range sensor cover entirely [which is viable - I once played a 1k star galaxy with Grand Admiral and Starnet, the galaxy was completely covered in nebulae, literally every system... It was an interesting experience].
      • The UI needs heavy work done to it to make this "playable" - you cant re-create the old "range rings" (which showed how far you could jump) as we - via script - do not have access to spawn entities directly on to the galaxy map layer (though I've demonstrated that its technically possible via the console in the past).
      • It would likely work best in a "total conversion" format, where all empires use warp, rather than some using warp and some using HLs.
  2. Yes... potentially ... but not for human players. **
    • So quite a while back I saw a video on endless space 2's galaxy guns - weapons that fire shells (turn by turn) at enemy star systems and blow them up (think Stellaris star killers... but instead of a knockoff borg cube, its a big gun sitting lightyears away firing a superluminal shell at your star).
    • And I did some tests [Link to that thread] and found that there are in fact ways to mimic warp drives, to a degree, you can spawn a hyperlane between star A and B, once a fleet begins charging up to go to that star, you can delete the hyperlane (preventing anyone from following that fleet) - and then that path has now been cached for that fleet and it will travel to star B ... along a "hyperlane free" route.
    • This whilst interesting, is not too useful for a human player, as you cant right click on a random star to send a ship there. You need to spawn a HL, wait for fleet to begin wind up, delete the HL, and the automatic pathfinding wont work for this. This could be adapted for some modded crisis faction using warp drives, however.
    • This MIGHT be more feasible if we got a new "on_action" that fires/triggers whenever a fleet is DEPARTING from a star system
      • currently we have one for ARRIVAL, EMERGENCY RETREAT, ON BYPASS USE etc, but on departure is a ... "black hole" when it comes to on_actions,
      • But there's no easy way (that doesnt involve performance intensive checks/polling) to bind scripts to fleets leaving a star system via hyperlane.
More simply, if youre interested in FTL modding, my advice is pretend warp was just a nice dream and focus on either
  • making Hyperlanes "more mechanically interesting"
  • or making gateways more interesting (i.e. reading in to the "bypasses" classes)
  • or focus on creating warp as a standalone drive type (a big job)
** may have to click on the below image, it should take you directly to the video on imgur and play there.
Can i Ask you for permission to PM to You? :x i have some thoughts but its not for this topic ;)
 

OldEnt

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Fascinating stuff. As a small aside about your build order thing. Are you just playing the construction GFX/Audio in addition to the ship being told to wait? (i never did figure out how those slowly growing green construction hologram meshes work, I assume it's some sort of shader)

I've found a small (probably not workable for your application) way to manipulate the ship-order line's text. You can set up a special project with a given TITLE and it'll appear in the ship's order roster (below I've been figuring out how to make bulk repairable def platforms), i've got a "V2" of my own construction ship mod, that uses an AI sub-empire to hold the constructors, and I order them about (to build stations etc) by assigning 100 day timed special projects "Build Mining Station" etc. As they're in a sub-empire run by an AI your situation log isnt clogged with entries, and can see the constructor is "building mining station" by clicking on it, whilst it's waiting about.
View attachment 761138View attachment 761139

Yeah pretty much.

Complete wormhole drive logic worked like this:
  1. Build a wormhole station in a system. You could have multiple.
  2. Each station can send 1 ship[or fleet] at a time (vanilla setting) somewhere [so multiple stations = "higher ship throughput"].
  3. When A ship/fleet is ordered to go to system X.
    1. It paths to the edge of its current star system, near the wormhole station
    2. Winds up (time scaling with fleet size or naval cap somehow)
    3. Travels (instantly - the "wind up" is the travel)
    4. No wind down.
Here's an example of it in action.
I leave GFX part to the last as it is the least interesting part for me as a script writer. Construction meshes seem to be referenced in ships_entities.asset of their respective graphical cultures. I just create ambient object of a certain cloned entity and swap when need different animation state (otherwise I'd have to create new one with the help of Jorodox or something).

I cannot use sub-empires for my purposes but it is indeed a fancy trick, I might find a use for it later, thanks! :)

I can definitely see me creating functional gate/warp jumps with what I have now. My jumpdrive order already calculates target system radius, distance, and effective ship and fleet jump range (accounts for modifiers). It's just a matter of time and will needed to be spent on it.
 
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