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