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Onimuru

Private
Jun 2, 2016
21
3
Special Systems

This mod applies a ship modifier to Black Hole,Neutron and Pulsar Systems as well as few unique events.Also it will spawn 5 more of each system when you start a game.

Black Holes
  • Modifier:
    • In these systems your ships will be much slower and cost slightly more to maintain.
  • Events:
    • Ships will take a small amount of damage over time.At first the damage will appear to be fairly large but it drops off because it's a percentage of whatever the ship's current HP is.You can leave a ship in a Black Hole for about 25 years before it dies from this.
    • Ships will suffer from time lag and be disabled for a period of 30 days to simulate the time effect.
    • Very rarely if a ship suffering from time lag has a leader,the leader will commit suicide in some strange manner.This is limited to smaller fleets and will not happen if the owner is at war.
    • Occasionally ships will suffer a hull breach of varying degrees including instant death.Again, this is fairly balanced, Science,Constructor and Colonizer ships will not take 100% damage ever and the odds are pretty slim for all other ship sizes.

Neutron
  • Modifier:
    • In these systems your ships will be somewhat heavier and have a greater amount of armor while having reduced shields and fire rate as that fits in with the Neutron Star making things heavier theme.Ships will also recover lost Hull Points while in a Neutron system.
  • Events:
    • Science,Constructor and Colonizer ships will occasionally be tagged on entry as easy targets for the Cloud Entities that live there in ethereal form.You will get a warning if this is about to happen.
    • Ships will sometimes be entranced by the Cloud Entities for a period of 60 days and be disabled to simulate this. NOTE: I had intended that the ambient objects created near the ship being entranced would be destroyed at the same time as the ship 'recovers' but there is an issue with timed ambient flags and so a random orb will be destroyed. I will try to fix this at some point (for immersion!).
    • Very rarely if a ship has a leader,the leader will order a forced retreat as an extreme reaction to the Cloud Entities.This is limited to smaller fleets and will not happen if the owner is at war.

Pulsar
  • Modifier:
    • In these systems your ships will be somewhat lighter and have a greater amount of shields while having reduced armor and increased fire rate as that fits in with the Pulsar Star making things lighter theme.If any ship has taken any previous damage, that ship will bleed Hull points while in a Pulsar system.
  • Events:
    • Some strange force lives in Pulsar systems and occasionally any fleet in the system will be moved to a random planet and forget what they were doing.
    • Very rarely a fleet in a Pulsar system will be influenced by whatever lives there and become enraged {enter an aggressive stance), sometimes going crazy and leaving their owner's service.This is limited to smaller fleets and will not happen if the owner is at war.

I would like to think this is fairly balanced,all modifiers and events will effect AI countries as well as Player countries.

All modifiers are per system and do not stack.The only exception to this is if a ship has the stance that makes it flee a system because a hostile is present,it isn't treated as entering a new system when it jumps so the modifier won't be removed but as soon as you tell it to jump to another system,it will lose the flag and the modifier.

All events are tied to the system using ship flags so if you have a ship that is in an event and the fleet warps off somewhere,the ship will break out of the event and the game will generate a scope error because the ship isn't in the system for the event to fire.This is fine :)

As far as performance goes,I have included some cleanup events for the various ambient objects that are created and the events themselves are not heavy at all,especially since there will not be that many special systems in a galaxy.

This is compatible with every other mod out there.

If you experience anything that appears to be a bug please let me know and I will fix it ASAP.

If you enjoy this mod,please rate it!

Future features to look forward to:
  • New technology that reduces the negative effects of the special systems.
  • A special Science ship that is immune to all the effects and events.Will be unlocked through a chain event.
  • A few special leader traits unlocked though events.
  • An advanced technology that will allow teleportation between black holes if you can figure out which one leads where!
 
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