Hyper-Relay No PathFind

SIZE

0.52MB

SUGGESTED GAME VERSION

*

Nefezer
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DESCRIPTION

This alternative does the same thing as its Hyper-Relay Centered Mod brother, but disable pathfinding (only Hyper-Relays), for those who still like to play carefree.

This mod requires the DLC Overlord.

 

# This version centered everything on the primary star (Gateways and L-Gates both included).

# Optimized code for better performance (It barely requires resources).

 

For Current Stellaris Version: 3.10.2 (Compatible with 'Pyxis'): This Mod is programmed to run in version 3.10.* or higher from Stellaris, any execution in a previous version will probably cause errors.

 

This is a formidable alternative to avoid the pathfinding bug discovered in hyper-relays. If you want to spend a stress-free happy holiday playing Stellaris in your shiny new Overlord uniform, then checking out the latest update to this mod is a must.

 

If installs this Mod in the mid-late game, the Mod is prepared to reposition all the Gates near the primary star of the system, but it is still technically impossible to have control over the fleets that are already in transit between two hyper-relays just when the destination node is relocating. Because of this, in very rare cases some fleet gets out of control and that is when the game itself expels said fleet and the tag as lost (don't worry, in less than 2 years you'll have it back). There is also a very small chance that the game will crash because of it. If such situation occurs just disable the Mod, advance the game by at least a month and re-enable the Mod. None of this would happen if you start a new game.

 

Hyper-relays cost to build with a more sensible balance of resources with this mod (300 alloys, 10 volatile motes, 10 rare crystals, 10 exotic gases and 30 influence), so you can easily afford to build them on your main trade route once researched.

 

Hyper-relays differentiate between friend and enemy. All friendly fleets benefit from sublight speed boost via warp fluctuations (+30%) and also some temporary reduction in jump drive usage (-10%). At the same time, try to slow down the sublight advance of enemies through their system (-15%) and slightly inhibits their jump engines (+5%). All modifiers are automatically activated, as long as there is an active hyper-relay along with an operational stellar base in the system.

 

Loading this Mod does not affect your saved games. Apart, although you should not have conflicts with your other Mods installed (unless they also modify the Hyper-Relays, Gateways or L-Gates), it is recommended to place this Mod as low as possible in your loading order.

 

You can verify if the Hyper-Relay is active by observing the Warp fluctuations emitted by it, or simply verifying the speed constant in one of its ships.

REQUIREMENTS

Stellaris

Stellaris

Full game


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