Funnel money into a good starbase at that choke point with a fleet of defense platforms and an aura that debuffs the enemy. Get some buffer zones(Basically systems the AI will have to go through but you won't miss) and find a choke point. But, in more detail.įew things you can do with apocalypse. As noted previously, the direct save-file editing equipment available online is pretty poor for the intended purposes.ĭamnit, no Aldar crystal systems were added.Įdit: I'm going to firstly try and get the save working again.Look for someone to defensive pact with.
I ended up having to write some C++ software for automation. We're now down to the system connections. I also found the missing tech warnings are simply due to the tech not being needed anymore, and those resources can be collected right from the start. I'll probably throw in up to three more special systems (with Guardians and dangerous stuff in them) and probably about five more ternary systems, stitch the hyperspace connections as best I can, and compile. This is hard because I don't exactly have a view of the positions of the stars, but some of the stars were clustered together in the 2.1 save I'm copying them over and I've fixed those connections. Hopefully this will work when put together.īecause about 30-40 systems have been added. I may add a few of the brown dwarf systems and ternary systems in if I feel like it. Still need to do the connections between systems but those will be finalised. I think most of the civilisations are fixed, along with the fleets. Still got to fix the system links, events, and fleets where relevant.
I've fixed the megastructure, bypass, and wormhole numbering. The very last phase of the editing will involve fixing the hyperlane connections. I'm going to say Sunday is more likely a completion day. Much unlike Dwarf Fortress, which has a heavy procedural basis, one can edit the Stellaris save files directly and it has a logical structure. I've realised a few things about the save file structure I do not believe any of this is insurmountable. I've decided to just copy in the L-gate systems from another save. Otherwise we should be good to go, maybe, by Saturday (optimistically). I'm also going to fix some of the ship naming tags so they aren't "ISS" for some of the custom empires I put in. I've managed to hack in a few of the new systems too, but I need to work out their hyperspace connections. I haven't yet managed to fix the Awoken (there's apparently a new global flag that has to be set so the event never fires again for anyone else, and some of the specific robot tags changed). I then realised we don't need to do that, we can just assign deposits and so I made the necessary changes to the notation.
SOME of the deposits, I changed to make them compatible with the new generation criteria. When 2.2 rolls around there's going to be mayhem with the new planet designs, districts, and so on. This is the last big version where I think this kind of "fix" will be feasible so we'll have to wrap up faster. Unfortunately, as there's no save editor for Stellaris I have to do this one manually. I can't guarantee it will work but it's worth a shot. Update! (25th October 2018): I'm making (slow) progress towards the goal of adding in the new content from distant stars. If you have any opinions let me know but I'll probably bump this forward in between a week and a month from now (I'm personally expecting the new release of Stellaris towards Christmas or December depending on your timing - I'll probably start a new playthrough then). I probably can't continue this to the next version though. Well, that was long ago.įor continuation, I'll either change version to 2.1 and hack in some of the "new stuff" (also editing the resources for the galaxy), or I will continue this on 2.0.5 just hacking the name pack to one fo the human ones. specifically I'll fix that by changing the name pack. I've probably got to the root of the issue on the issues from the 2.0.5 version.
Right, update on the situation so far (and bump):