Stellaris

Stellaris

Sensor Expansion
73 Comments
Arcturus 13 May @ 12:19pm 
Thank you very much for the update and for this mod.
Ariphaos  [author] 13 May @ 12:31am 
4.0 update. I am going to be testing some logic for letting the listening post bypass some of these -at least one system in, anyway. First I want to test performance.

Mod variable: @ariphaos_sensors_installed

I am serious about namespacing >_>
Inny 9 Jan @ 2:30pm 
Hello, can you please add a scripted variable for compatibility? @sensor_exp_mod = 1
Thanks!
Ariphaos  [author] 7 Nov, 2024 @ 8:24am 
@Abby Normal you would be correct.

Fixed, thank you.
Abby Normal 6 Nov, 2024 @ 6:19pm 
I think this mod might break space fauna ships. I dont have time to check for sure, cause i was using other mods as well, but the bio-sensors used for base space fauna ships were missing so i couldn't make any designs with them
King Brick 10 Sep, 2024 @ 4:44pm 
This mod is a bit tricky to get full compatibility with both Gigas and ESC. For now this can just overwrite Gigas no problem. But its a bit trickier with ESC. Load before and you don't get the decreased visibility. Load after and it break ESC's progression plus once you get into ESC sensors, you lose the benefit this mod provided anyway. Right now I'm settling with this in-between the two, but eventually I'll patch your reductions into ESC - should be easy. Trying to patch Gigas with this seems a bit more difficult.
MobyDack 8 Jul, 2024 @ 2:52pm 
any news on lower hyperlane detection? :D
kinngrimm 4 Jun, 2024 @ 3:59pm 
Very enjoyable mod. If i may add to the cerators last comment. Maybe have a small window pop up by edict or just at game start, to change ranges or whatever else might maybe flexible and a balancing issue, so that singleplayer can easily find their own balance as they like it. Though for multiplayer i don't know, i guess people would need to vote on it within ingame chat how it should be configured and then the host would be the only one able to adjust settings.
Not sure if this would be beyond the scope you had in mind. Just my thoughts. I like to be flexible, thats why i use mods in the first place :) Test out, keep what works, disgard the rest.
MobyDack 31 May, 2024 @ 5:52am 
maybe scan and hyperlane detection ranges are the other way around. Im not sure anymore :(
MobyDack 31 May, 2024 @ 5:36am 
Micromanaging wars would be sooo much cooler since you'd actually have to risk sending ships into systems to know whats in the system if you're in the offensive.

Leaving picket ships in systems so an enemy fleet doesnt flank you from behind.

Usually I play stellaris 3-4 speed but if you were to make this mod reality, I'd just play 2 speed all day long and micro manage my wars and feel like a real admiral <3
MobyDack 31 May, 2024 @ 5:34am 
This will make games a lot harder since you now dont know what happens on the galaxy map in real time (allies will still give you vision, but also limited) and you have to split your fleets to search for enemy starbases, fleets, new colonized planets etc

Keep in mind, since scan and hyperlane detection is lower, you wont know what happens inside of foreign territories like colonization, starbase construction fleet movement etc. Nothing will be known, so spy agencies will get ACTUALLY useful since you can get intel that way on the enemy.
MobyDack 31 May, 2024 @ 5:34am 
@Ariphaos PLEASE DO IT. Im a novice modder I dont know how to do it and wished for it already for soooo long. If it is compatible with NSC3 I'd name my first kid after you

Keep in mind: Scan range: seeing hyperlane / Hyperlane Detection: Seeing ships in systems

I can tell you, if I were you I'd just do a submod turning 1 hyperlane detection range to all ships for the WHOLE game(early mid and late) and maybe give starbases MAX 2 hyperlane detection range(maybe 3 but Im happier the lower it is :D the more surprises the better)

Give the gigastructure with hyperlane detection like maybe 5 or 6, forcing you to build it at frontlines to be of any use.

This way starbases get strategically really important since they are like recon stations which you have to place on good locations, else your empire will get outflanked.
Ariphaos  [author] 30 May, 2024 @ 10:54pm 
@MobyDack I am in fact thinking of reducing detection ranges but am not sure how people will take it.
MobyDack 30 May, 2024 @ 6:26pm 
Could it be possible to make a version of this mod in which all ships have 1+ hyperlane detection?


I hate how in Vanilla you can never be surprised and I think that would be such a good mod, to have all ships on +1 hyperlane detection. Would make warfare really strategic and slow
Ariphaos  [author] 30 May, 2024 @ 3:47am 
@Dr. Democracy as long as credit is given I'm not terribly concerned about my stuff.

@easte could be a storm, or any number of things, it's hard to say without actually being in the system.
easte 16 May, 2024 @ 8:27am 
Should these systems be blocked? https://imgur.com/a/riyEPsa
Dr. Democracy 13 May, 2024 @ 3:58pm 
Because I really like the changes to sensor you've made. They're awesome!
Dr. Democracy 13 May, 2024 @ 3:57pm 
Cool that's what I thought. Would it be ok with you if I make attempted at making submod/patch of this for private distribution between my friends and I? Neither of us are too keen on how much knowledge the array adds, and it basically makes sensor and listening posts irrelevant. I have no idea on how to do it, but I guess I'll give it a shot if you OK it :)
Ariphaos  [author] 9 May, 2024 @ 6:26am 
@Dr. Democracy currently it requires all techs to get to the final level. If you want to delete my edits, delete the megastructures folder in my mod.

Not properly updated to 3.12 yet, though it will more or less function.
Dr. Democracy 8 May, 2024 @ 5:31am 
What changes does it do to the Sentry Array? I ask because I usually play with Gigas and I just disable the array as I find it too OP for the players.
Ariphaos  [author] 1 Mar, 2024 @ 3:58pm 
Derp, yes. Nothing changed.
Gatzek 1 Mar, 2024 @ 6:51am 
Can it be used in version 3.11? This mod has not been updated unlike your other mods.
Zalpha 26 Nov, 2023 @ 8:28pm 
Okay thanks, I thought by the sounds of the file names wanting to be over-ridden that it was a key components of the mod, making it basically pointless to use the mod if it wasn't going to work as intended. I will do so.
Ariphaos  [author] 26 Nov, 2023 @ 6:29pm 
Just let GigE overwrite this.
Zalpha 26 Nov, 2023 @ 12:25pm 
Irony mod manger patching shows it conflicts with Gigastructural Engineering. I am not smart enough to make a patch between the two mods. I just thought I would let you know.
Ariphaos  [author] 9 May, 2023 @ 10:16am 
Again, changes to technology weights may mean you get some errors in 3.7. It should still mostly work.
Ariphaos  [author] 12 Apr, 2023 @ 3:04am 
It should not normally matter. It creates overwriting entries and the only thing that would overwrite this would be a patch made specifically for it.
Musashi 9 Apr, 2023 @ 6:18am 
Load order?
Ariphaos  [author] 14 Mar, 2023 @ 11:48am 
This should be backwards compatible but you may get some error log spam.
Ariphaos  [author] 13 Mar, 2023 @ 3:58pm 
@Avan yes but Fallen Empires might behave a bit oddly as they will lack the techs.
Avan 11 Mar, 2023 @ 5:34pm 
Could this be added to an existing save game?
Ariphaos  [author] 2 Dec, 2022 @ 12:34pm 
@DerErschoepfte the AI will only be able to see behind a system if they can see around it somehow.

@Kisu'chen it should work, I'll get an update out.
Pawmee 2 Dec, 2022 @ 4:02am 
does this still work in 3.6? :)
DerErschoepfte 6 Oct, 2022 @ 7:02am 
I have a question: How does the Jammer work? If I build one at a chokepoint of my empire can the AI see what's behind the system with the jammer (so I need to build one in every system)? Or is it like the new star effect (can't see past the star/jammer)?
sommio 30 Aug, 2022 @ 7:49pm 
I think it would look better to add sensor interference to Real Space's stars
Ariphaos  [author] 30 Aug, 2022 @ 5:36pm 
@MyresMkG Permission for translations is granted for all my mods.

@sommio depends on what breaks?
sommio 27 Aug, 2022 @ 8:28pm 
Can you add compatibility with Real Space?
MyresMkG 23 Aug, 2022 @ 8:26pm 
Hello, I have made a Chinese translation of this mod. Would you like to give me permission to upload it on Steam Workshop?
The Emperor's Chosen 24 Jul, 2022 @ 8:50pm 
Ahhh okay I gotcha, thanks for the info sir!
Ariphaos  [author] 24 Jul, 2022 @ 7:14pm 
It is currently relatively late game, I think after Sensors 4.
The Emperor's Chosen 24 Jul, 2022 @ 6:39pm 
Okay cool, quick follow up. Which tech provides the Sensor Jamming? I got all the way to mid game and couldn't find it.
Ariphaos  [author] 24 Jul, 2022 @ 2:16am 
@The Emperor's Chosen if you're seeing a version warning on 3.4 you may want to purge and re-download the mod.
The Emperor's Chosen 23 Jul, 2022 @ 8:29am 
Is this still compatible with the current version? Or is this just fine forever until the Devs ever touch Sensor stuff for some reason?
Ariphaos  [author] 6 Jun, 2022 @ 2:46pm 
@kaelis it will not, though the mod makes it much more difficult to build or repair.
kaelis 6 Jun, 2022 @ 6:15am 
So this will also block the sentry array?
Paly 31 May, 2022 @ 6:45pm 
@Ariphaos
Thank you!
Ariphaos  [author] 31 May, 2022 @ 6:25pm 
@Paly it's a starbase building, yes.
Paly 31 May, 2022 @ 4:41pm 
Heyo, in the first paragraph it says something about sensor jammers, is that something that you can build that can block out other people's sensors or?
Ariphaos  [author] 12 May, 2022 @ 10:16am 
It sort of does, it's just really masked in Stellaris because 99% of the time it's a condition that gets pruned out.

But they see fleet movements. This usually doesn't matter. However sometimes they react and am like "You saw that. ----er."