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Zarathustra_the

Lt. General
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Nov 3, 2011
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Two problems I see - You can't have more than one star class in multi-star system (as in eitherG or K, not both) and I don't think it's possible to have orbits more complicated than most basic setup you see in game. As a side note, not sure if it would be possible to even put that many objects in one system :D. One solution would be to actually create 4 star systems that are EXTREMELY close to each other which solves all the above problems and is very doable ;)

If only I had time I would jump on this request really hard, (but all the colonies would be Tomb Words :p)
 
Already done. Kind of. ;-)

http://steamcommunity.com/sharedfiles/filedetails/?id=687885496&searchtext=Battlestar

Really time consuming stuff. I think i've spent on it around 30 hours already...

There are two main problems.
- You cannot fix star systems in random generated galaxy (as far as I know). So you are in hands of random layout. You can get none of systems, ore got in huge cluster of stars.
- Place of planet in orbit is fixed. Could not make Caprica and Gemenon to look correct.
 
Already done. Kind of. ;-)

http://steamcommunity.com/sharedfiles/filedetails/?id=687885496&searchtext=Battlestar

Really time consuming stuff. I think i've spent on it around 30 hours already...

There are two main problems.
- You cannot fix star systems in random generated galaxy (as far as I know). So you are in hands of random layout. You can get none of systems, ore got in huge cluster of stars.
- Place of planet in orbit is fixed. Could not make Caprica and Gemenon to look correct.


Send me / post a copy of your four systems script and I will make them into a system so they all spawn together for you. Will only work as long as player_1 human player is starting as The Twelve Colonies though.

You can do it yourself if you prefer; just make the faction into prdefined within the mod, and make the systems predefined. Make one the main one, then add the other three as neighbors using the predefined Sol system as a template.

Alternatively, it turns out you can make multiple stars in a single system. Stars are just a type of planet. The initial type for the system determines resources; other than that, you can make any planet be a star. You can also make a planet that is a few degrees away in the same orbit of a star, so it can have a moon. A moon cannot have a moon, though. A moon can be a star or planet, in this game planet just means it circles the center of the system and moon means it circles a planet.
 
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Is it not possible to do multiple stars in one system? So for instance a binary star system?
 
Is it not possible to do multiple stars in one system? So for instance a binary star system?


The game only has two object types; planets and moons. Planets spin around the center of the solar system. Moons orbit planets. You can take any of the types = black holes, blue stars, asteroids, habitable worlds, whatever, and make them into planets or moons. I'm putting up a proof of concept mod called "Ballet of the Gods" in a moment here demonstrating an alternate Sol System that has black holes circling planets, multiple stars, etc.
 
You actually can make binary star systems (as evidenced by the mod called "binary star systems", to lazy to link it :p) by defining first "planet" as star class. You could probably make all four stars like that but they will be in the middle of the system and planets will rotate around them all. Furtheromore you can only have one star color. In the series each star has its own celestail bodies orbiting it and two are K-class (orange) while two are G-class (yellow).

So, as I said before my solution would be to start with one system and then define the other three as VERY close neighbours. Kkinda like Sol always has Sirius, Alpha Centauri and Bernard's Star nearby, but in this case set maximum distance to like... 2? 3?
 
Send me / post a copy of your four systems script and I will make them into a system so they all spawn together for you. Will only work as long as player_1 human player is starting as The Twelve Colonies though.

You can do it yourself if you prefer; just make the faction into prdefined within the mod, and make the systems predefined. Make one the main one, then add the other three as neighbors using the predefined Sol system as a template.

Alternatively, it turns out you can make multiple stars in a single system. Stars are just a type of planet. The initial type for the system determines resources; other than that, you can make any planet be a star. You can also make a planet that is a few degrees away in the same orbit of a star, so it can have a moon. A moon cannot have a moon, though. A moon can be a star or planet, in this game planet just means it circles the center of the system and moon means it circles a planet.

The main disappointment is the moons without moons. If we only had them, then Cyrranus system were real deal.

I already using "other three as neighbors using the predefined Sol system as a template" but you do not have 100% chance of them being spawned. I'm talking about actual fixed position for every system (not randomized at 5-50 range as I set it). You could spawn on the edge of the galaxy and have only Helios Alpha, or you could spawn at the center and have like 8 systems in the starting range.

The main problem is in galaxy generating script. Mod only replacing existing generated systems with modded. And I think there is no systems generated closer then 5.
 
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The main disappointment is the moons without moons. If we only had them, then Cyrranus system were real deal.

I already using "other three as neighbors using the predefined Sol system as a template" but you do not have 100% chance of them being spawned. I'm talking about actual fixed position for every system (not randomized at 5-50 range as I set it). You could spawn on the edge of the galaxy and have only Helios Alpha, or you could spawn at the center and have like 8 systems in the starting range.

The main problem is in galaxy generating script. Mod only replacing existing generated systems with modded. And I think there is no systems generated closer then 5.


Are you setting this as a starting system for the player? The human player seems to nearly always spawn in the middle of a cluster of stars. Otherwise, if you want them to be 4 star systems near each other, you can make them appear at static locations, it is just a bit more work.

While the orbits would not appear correct, there are ways of making it work as a single system. A planet could be on the same orbit (as a planet) as two stars, and then that planet can have moons. Or you could make two binary star systems, so then you only need one neighbor to spawn nearby.
 
You actually can make binary star systems (as evidenced by the mod called "binary star systems", to lazy to link it :p) by defining first "planet" as star class. You could probably make all four stars like that but they will be in the middle of the system and planets will rotate around them all. Furtheromore you can only have one star color. In the series each star has its own celestail bodies orbiting it and two are K-class (orange) while two are G-class (yellow).

So, as I said before my solution would be to start with one system and then define the other three as VERY close neighbours. Kkinda like Sol always has Sirius, Alpha Centauri and Bernard's Star nearby, but in this case set maximum distance to like... 2? 3?


A solar system has a defined star type that decides what kind of planets and minerals appear around it. This is separate from the actual star declarations, you can mix and match all the different star types in a system.

The normal galaxy generation scripts make stars no closer than 10 to each other, so unless you alter the generation script or use static generation, you cannot make two or more systems that close to each other.
 
If you use the planet_class command in the console, you can turn planets into stars, black holes and most celestial objects, so it should posible with modding.