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wergy

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Aug 24, 2014
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I remember that in some video there was some talking about creating static maps, with preset star systems and all. Anyone figured it outhow is it possible?
 
Yes, it was mentioned in the pre-launch session on Twitch yesterday. I would like to know this too, as I have an excel database of about 1500 stars complete with galactic coordinates, star type and distance (adjusted for 2D) ready to use in a Milky Way galaxy map.
 
Yes, it was mentioned in the pre-launch session on Twitch yesterday. I would like to know this too, as I have an excel database of about 1500 stars complete with galactic coordinates, star type and distance (adjusted for 2D) ready to use in a Milky Way galaxy map.

hahaha...me too. I have 2.200 starsystems so far...but now?????
 
lol... i got the 2000 closest stars to earth in an excel sheet with coords and spectral type of the star. (Ok i mean i got an excel with all observed stars too.. but that is way to big for a Stellaris map :D).

Maybe we should exchange the files? So to fill holes either of us may have?
 
I just made a map like positioning all the starsystems without System on the map......so completely random and just like a watering can
also without hyperlanes, just only the coordinates.

I think that's not too interesting for others
 
lol... i got the 2000 closest stars to earth in an excel sheet with coords and spectral type of the star. (Ok i mean i got an excel with all observed stars too.. but that is way to big for a Stellaris map :D).

Maybe we should exchange the files? So to fill holes either of us may have?

My own database consists of:
- Every single 'proper' star name I could find (e.g., 'Sirius', 'Altair' and so on).
- All of the Greek letter Bayer designation star names (e.g. Alpha Centauri, 'Theta Muscae', and so on), not including the ones (i.e. about 300 altogether) that also have proper names.
- Some of the other Bayer designation star names, such as 'P-Cygni', and some of the Flamsteed designation stars such as '52 Aurigae'.
- A fair number of black holes, neutron stars and supernovae (although I haven't seen any supernovae in Stellaris yet).
- A relatively small number of stars named with other conventions, such as 'Ross 154'.

I ignored binaries and the like.

I have a total of about 1300 stars, so I'm thinking you must have quite a few that are named using other systems, or perhaps many more using the Flamsteed designation.

For each star I have:

Class
Distance
Right Ascension
Declination
Size (in Sol diameters)

I also have galactic longitude and latitude for many of the stars.

My information has already been subjected to a fair amount of checking by me, as I used it for a map I did for Distant Worlds (here, if you're interested: http://www.matrixgames.com/forums/tm.asp?m=3656168)

My main interest is in producing a 'Milky Way' map, but this does introduce difficulties because of scaling problems (like if you have Sol and Alpha Centauri in the map, then the other side of the galaxy will be about 400 metres from your computer screen!). However, I don't want to overlap with work I know that others will be doing.

I'm happy to exchange files, if you think it might help.
 
My own database consists of:
- Every single 'proper' star name I could find (e.g., 'Sirius', 'Altair' and so on).
- All of the Greek letter Bayer designation star names (e.g. Alpha Centauri, 'Theta Muscae', and so on), not including the ones (i.e. about 300 altogether) that also have proper names.
- Some of the other Bayer designation star names, such as 'P-Cygni', and some of the Flamsteed designation stars such as '52 Aurigae'.
- A fair number of black holes, neutron stars and supernovae (although I haven't seen any supernovae in Stellaris yet).
- A relatively small number of stars named with other conventions, such as 'Ross 154'.

I ignored binaries and the like.

I have a total of about 1300 stars, so I'm thinking you must have quite a few that are named using other systems, or perhaps many more using the Flamsteed designation.

For each star I have:

Class
Distance
Right Ascension
Declination
Size (in Sol diameters)

I also have galactic longitude and latitude for many of the stars.

My information has already been subjected to a fair amount of checking by me, as I used it for a map I did for Distant Worlds (here, if you're interested: http://www.matrixgames.com/forums/tm.asp?m=3656168)

My main interest is in producing a 'Milky Way' map, but this does introduce difficulties because of scaling problems (like if you have Sol and Alpha Centauri in the map, then the other side of the galaxy will be about 400 metres from your computer screen!). However, I don't want to overlap with work I know that others will be doing.

I'm happy to exchange files, if you think it might help.
Yeah i have a ton of "other" named systems in my list. Working through it to get the best possible names, but i don't really want to get rid of them seeing i want my map as realistic as possible around earth. Which is of course on a far smaller scale as what you plan with the milky way. Where it makes totally sense to get rid of the stars with just HIP catalog etc. names.
Seeing what designations you use and what infos you have about the systems i'm pretty sure we have a very similar database :D

I can't tell you how i love to see people having stuff like this... when i started my database (just to make a map for myself because.. fun?) people thought i was crazy :D
 
Have names for 2.700 starsystems now. Testing my custom map with 2.200 stars and 10 big nebulas at the Moment......I like it !!!!
 
Check out that Star Wars mod; it has a static galaxy map, and if you download it and look in the map folder, you can use it as a template.

Where can I download it?
I downloaded a static map off steam but it gave me access to nothing.

I also have a 4D map on my computer with real star locations for about 1,000ly around Earth on a program called "Astrosynthesis"
All of the stars and locations are already in their proper positions, with the right stars. I plan to also make a map for the game but I am struggling on how to figure out how to make a map for this game....
 
I managed to create a static map with predefined primitive civilizations on planets, but how would I add an actual AI empire somewhere?
 
i dont know what you have but to just build a system this will get you going

this should be placed under mod\your_mod_name\map\setup_scenarios
and then in sided a text file
Code:
static_galaxy_scenario = {
name = "galaxy name"        # name of the galaxy this is going to show up in game as a map option
priority = -1      # in which order it is shown from top to bottom
default = yes
colonizable_planet_odds = 1.0
num_empires = { min = 1 max = 20 }
num_empire_default = 1
advanced_empire_default = 0
core_radius = 40
random_hyperlanes = yes        # tell the game if its alowed to make hyperlane it self or not by using "yes" or "no" value

system = {
id = "systemid_ this is the name of the system"
position = { x = -53 y = 289  }
initializer = systemname_system_initializer         # the initializer is to set up the system with with atributes if not added or not connected to an initializer game will auto generate a system setup
}
add_hyperlane = { from = "this system name" to = "target distination system name" }     #predefined hyper lane to another system
to add system specific atributes like adding star(sun) planets moons and asteroid field
you will need to go to \mod\your_mod_name\common\solar_system_initializers and add a file with the attributes the system need to follow


this code is from SFFA star wars galaxy mod from midrim initializer
Code:
balnab_system_initializer = {   # this is where you link the system setup to the system you made in your scenario file by having the same initializer
    name = "Balnab"                    
    class = "rl_standard_stars"
    #usage = misc_system_init
    #usage_odds = 20
    max_instances = 1

planet = {      # this is a sun of this system
        class = star
        orbit_distance = 0
        has_ring = no
    }

    planet = {       # this generate a 1 or 2 planets you can set this to any number between 0-9 i think to behonest i havent played around that much with this so im not sure if the number is limited or not
        count = { min = 1 max = 2 }
        orbit_distance = 60
        orbit_angle = { min = 0 max = 360 }
        change_orbit = @base_moon_distance
        moon = {
            count = { min = 0 max = 1 }
            orbit_angle = { min = 0 max = 360 }
            orbit_distance = 6
        }
    }
    planet = {
        name = "Balnab"
        class = "pc_arid"           # planet type
        orbit_distance = { min = 42 max = 60 }
        orbit_angle = { min = 0 max = 360 }
        has_ring = no
        home_planet = no    # this allow you to start of on planet or not by set yes or no values here we can see its not allowed to start changing this to yes its viable to start here
    }
    planet = {
        count = { min = 1 max = 2 }
        orbit_distance = 60
        orbit_angle = { min = 0 max = 360 }
        change_orbit = @base_moon_distance
        moon = {
            count = { min = 0 max = 1 }
            orbit_angle = { min = 0 max = 360 }
            orbit_distance = 6
        }
    }
}

i hope some of this help most of what i know is by learning from the SFFA guys mods
 
Last edited:
I figured out how to create static maps, but I am having two problems maybe someone can help me with:

1) The game keeps randomly changing half the names of the systems and planets I input just because it puts a pirate or an alien in them, how do I stop this.
2) how do I remove the center of the galaxy. I set the radius to 0, but there is still a "consciousness" and a star showing up in the center, when I went the center to be Sol. Then it shoots Sol into a random spot every time I start it. How do I fix this.

Also has anyone else noticed F class stars seem broken? I cannot put them into my static maps, it changes them to other types....
 
Another question related to static maps, can I control where the player spawns? Apparently there is a modifier named spawn_weight, but I have no idea where to put it; in the system scope it doesn't work.
 
I figured out how to create static maps, but I am having two problems maybe someone can help me with:

1) The game keeps randomly changing half the names of the systems and planets I input just because it puts a pirate or an alien in them, how do I stop this.
2) how do I remove the center of the galaxy. I set the radius to 0, but there is still a "consciousness" and a star showing up in the center, when I went the center to be Sol. Then it shoots Sol into a random spot every time I start it. How do I fix this.

Also has anyone else noticed F class stars seem broken? I cannot put them into my static maps, it changes them to other types....

To keep Sol from spawning randomly, remove the entries for Sol in the initializer files, both for prescripted species starts and for special systems (these include the nuclear wasteland/primitive humans configurations for the Sol system). I set the center radius to zero and has a star system spawn at 0, 0, 0, and I haven't noticed any issues.

I haven't reliably figured out how to keep systems from being renamed--I think it has something to do with the initializers you use. The Star Wars map seems to define a custom initializer for each system. It would be laborious to do by hand, but fairly easy to do if you use Python or something to generate a big ol' list of initializers.

@Krateng: if you figure out the answer to this, let me know. I'd be very interested in being able to do static starting scenarios, a la EU4 start dates. I had a vague intuition of maybe trying to set them up using events? But I want to finish the map side of things before I get into that.