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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.96a] Adjusted Sector  (Read 517851 times)

Kris

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Re: [0.95.1a] Adjusted Sector
« Reply #420 on: August 26, 2022, 11:24:10 AM »

Quick update: Right now i'm adding different versions of hyperspace_new.png for differently sized sector. So the player could just pic the closest in size to his sector and use it.

For that, i need to know what sector sizes (aside from default) do people prefer.
Right now i have following sets done and ready for update:
- default size (164k x 104k);
- 164k x 164k;
- 204k x 164k;
- 204k x 204k;
- 248k x 204k;
- 248k x 248k
« Last Edit: August 26, 2022, 11:37:56 AM by Nerzhull_AI »
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Dadada

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Re: [0.95.1a] Adjusted Sector
« Reply #421 on: August 26, 2022, 11:42:48 AM »

You could set up a vote thingy, default for me btw.
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Kris

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Re: [0.95.1a] Adjusted Sector
« Reply #422 on: August 26, 2022, 11:44:13 AM »

Well, that's not about voting on anything. I can add many custom sizes for hyperstorm maps now.
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BreadedBlunt

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Re: [0.95.1a] Adjusted Sector
« Reply #423 on: August 26, 2022, 03:38:38 PM »

Howdy really want to use this for my next campaign but i get an error even with a fresh install of starsector after the new character is done loading, hope the log helps.


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Kris

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Re: [0.95.1a] Adjusted Sector
« Reply #424 on: August 26, 2022, 04:02:10 PM »

Howdy really want to use this for my next campaign but i get an error even with a fresh install of starsector after the new character is done loading, hope the log helps.


See the message above from Histidine? You require it if you're using Nex.
And also re-download Adjusted Sector for a good measure
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Aldazar

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Re: [0.95.1a] Adjusted Sector
« Reply #425 on: August 26, 2022, 04:07:16 PM »

Will this work?

300 constellations

106/106 for both ruins and remnants

5 motherships

20 SAD/ 21 BB and 21 agni.

This should should be safe and 299 of those stars will be filled correct?
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Kris

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Re: [0.95.1a] Adjusted Sector
« Reply #426 on: August 26, 2022, 04:24:36 PM »

Will this work?

300 constellations

106/106 for both ruins and remnants

5 motherships

20 SAD/ 21 BB and 21 agni.

This should should be safe and 299 of those stars will be filled correct?
Hope there's enough space for 300 consts.
But if so, yeah, should work. Run a test, enable devmode, press ctrl+z and go hyper. Count the markers for all those thing from the above - mainly, remnant, sad, bb and agni. All of them gonna be marked on your intel if they present.
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Oni

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Re: [0.95.1a] Adjusted Sector
« Reply #427 on: August 26, 2022, 08:20:02 PM »

Quick update: Right now i'm adding different versions of hyperspace_new.png for differently sized sector. So the player could just pic the closest in size to his sector and use it.

For that, i need to know what sector sizes (aside from default) do people prefer.
Right now i have following sets done and ready for update:
- default size (164k x 104k);
- 164k x 164k;
- 204k x 164k;
- 204k x 204k;
- 248k x 204k;
- 248k x 248k
Well, I can only speak for myself, but I think it's better to keep the rectangular aspect ratio (41/26). The graphics feel a little weird when I make the map square. Thus I get:

205000 x 130000 = 1.25x larger
246000 x 156000 =  1.5x larger
328000 x 208000 =    2x larger

I don't usually play larger than 1.5 because bounties don't have the distance increase to the map edge factored into them. Makes hunting them literally not worth it.
« Last Edit: August 27, 2022, 01:07:50 PM by Oni »
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Kris

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Re: [0.95.1a] Adjusted Sector
« Reply #428 on: August 27, 2022, 02:59:23 AM »

Quick update: Right now i'm adding different versions of hyperspace_new.png for differently sized sector. So the player could just pic the closest in size to his sector and use it.

For that, i need to know what sector sizes (aside from default) do people prefer.
Right now i have following sets done and ready for update:
- default size (164k x 104k);
- 164k x 164k;
- 204k x 164k;
- 204k x 204k;
- 248k x 204k;
- 248k x 248k
Well, I can only speak for myself, but I think it's better to keep the rectangular aspect ratio (41/26). The graphics feel a little weird when I make the map square. Thus I get:

205000 x 130000 = 1.25x larger
246000 x 156000 =  1.5x larger
328000 x 208000 =    2x larger

I don't usually play larger than 1.5 because bounties don't have thew distance increase to the map edge factored into them. Makes hunting them literally not worth it.
Alrighty! Proper hyperstorm.pngs were added to the archive of the game - redownload mod if you need 'em!
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shovelmonkey

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Re: [0.95.1a] Adjusted Sector
« Reply #429 on: September 06, 2022, 10:20:55 AM »

Glad to see an update on this, I came back at just the right time! I literally cannot play without this. Many thanks!
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Khaos

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Re: [0.95.1a] Adjusted Sector
« Reply #430 on: September 07, 2022, 06:33:56 AM »

For anyone that needs a functioning large map; I have a setting that I found to be a good middle ground between not being too wide (like the vanilla map) and being able to have a good fit for the core worlds; and it is large, amply large for a lot of factions, and near endless power struggle gameplay.

   "sectorWidth":240000,
   "sectorHeight":180000,
   "AdjustedSectorConstellationCount":300,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":10,

   "sectorConstellationRemnantMin":100,
   "sectorConstellationRemnantMax":150,
   "sectorConstellationRemnantSkipProb":0,
   
   "sectorRemnantPresenceLow":0,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":100,
   "sectorConstellationRuinsMax":150,
   
   "sectorDerelictMotherships":10,
   "sectorDerelictCryosleepers":10,
   "sectorCoronalTaps":10,

   "minNonCoreGatesInSectorMod":50,
   "maxNonCoreGatesInSectorMod":100,
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garfu

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Re: [0.95.1a] Adjusted Sector
« Reply #431 on: September 09, 2022, 08:20:43 PM »

Howdy, I just came back after a year or so of not playing and I noticed your most recent version does not include the source like it used to. I like to mess around the the station generation in the theme files and was hoping you could provide the source again. I wasn't able to find a github or other public place you keep your stuff. Thanks
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Kris

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Re: [0.95.1a] Adjusted Sector
« Reply #432 on: September 17, 2022, 02:10:46 AM »

Howdy, I just came back after a year or so of not playing and I noticed your most recent version does not include the source like it used to. I like to mess around the the station generation in the theme files and was hoping you could provide the source again. I wasn't able to find a github or other public place you keep your stuff. Thanks
I'm currently recovering from some surgery, but i think this is correct src

[attachment deleted by admin]
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Rybi87

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Re: [0.95.1a] Adjusted Sector
« Reply #433 on: September 17, 2022, 04:54:41 AM »

Loving the mod, I always found the vanilla sector too small. Even if my potato struggles a bit at 2x speed on the hyperspace map, the extra content is worth it.

But I've noticed one thing. Cryosleepers and gates tend to cluster pretty tightly, which leaves most of the sector without them. Is there a way to make gates and cryosleepers generate more uniformly across the sector, so there's a chance of encountering them anywhere? Because right now, if you find one of them in a particular grid, you're gonna find a lot more in the nearby vicinity, and almost none elsewhere. My current game has 3 cryosleepers in one corner of the sector already, within 5LY of each other. But on the other hand I can't find any gates in that area. Ngl, its quite frustrating. I'm sure its to do with constellation generation somehow.

So, is there a way to remedy that and have those assets spawn more uniformly? The only other option I have rn is using console commands to spawn them, but that's a bit cheaty.

Update:

I've double checked, gates actually spawn pretty consistently, at least good enough. Cryosleepers however definitely cluster in the same systems/constellations that probes and survey ships do. I get the logic, I assume they're the same class of assets. It would be cool if they could be spread the same way as gates tho.
« Last Edit: September 19, 2022, 04:52:24 AM by Rybi87 »
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ihugyourmom

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Re: [0.95.1a] Adjusted Sector
« Reply #434 on: September 21, 2022, 03:51:24 PM »

Started a new game with updated mods.

Now i cant disable hyperstorms, which was my main usage for this mod.

What i have in my settings
Code
	#Generate hyperstorms options.
#"true" for generating hyperstorms for BIG map, "false" to generate default-sized hyperstorms.
#Disclameer - might not work properly in "false" state if Nexerelin isn't updated (v0.10.5 or older) but enabled
"AdjustedSectorHS":false,

I noticed the wording, not sure it had that in earlier versions. But i have since installing this addon, successfully played with HS disabled until now.

Is there a way to completely disable them?

/regards
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