Stellaris

Stellaris

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~~Ariphaos Unofficial Patch (4.0)
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12.547 MB
12. feb. 2020 kl. 6:17
17. juni kl. 8:50
120 ændringsbemærkninger ( vis )

Abonner for at downloade
~~Ariphaos Unofficial Patch (4.0)

I 1 samling af Ariphaos
Ariphaos Personal Modlist
23 genstande
Beskrivelse
AI Bugfix Mod Support Performance

This mod corrects several hundred issues in vanilla Stellaris. The game is faster, the AI is smarter, mods are better supported, and fewer bugs will be encountered.

[patreon.com]

This mod should be loaded at the top of your load order so other things can overwrite it.

If this mod is not first, it will clobber many other mods.

=============================

  • This mod has fixed two game crashes so far. Both are now fixed by Paradox.
  • It is not achievement compatible.
  • A small portion of this mod has been incoporated into 3.11[forum.paradoxplaza.com]. They included about twice the fixes listed, but it is normal for Paradox to only include about half the fixes they make in a given patch in their changelogs.
  • This is not a balance patch. Paradox absorbed most such changes from this mod in 3.11, and a good portion of what balance items remained is now removed.
  • I am working on a balance mod to eventually host most of the leftover balance items, along with more drastic changes.
  • If you have difficulty updating: Load the Launcher, then unsubscribe from and resubscribe to this mod. If you're getting a version warning, the mod didn't update.

=============================

This mod should be loaded at the top of your load order so other things can overwrite it.

If this mod is not first, it will clobber many other mods.

=============================


Previous Versions
=============================
Legacy Version here. <- This will always track the previous release.

Older versions may be found on Github[github.com].

Fix List
=============================

It is The fix list is documented on Github[github.com] in the various Changes (full breakdown) and Changelog (chronological) files. It is too enormous to list here.

Author Credit
=============================

Nearly half of these fixes originate from other authors. Credits are listed on Github[github.com].

Compatibility
=============================

This should be compatible with nearly everything as long as this is at the top of your load order. Most changes are independent of each other and those that are not should work at least as well as in vanilla if one part gets overwritten.

Exception This will break some multiple-ascension-path mods. Use mine instead, if you are only interested in combining bio ascension with others.

Performance
=============================

This mod has a modest performance boost. Paradox has incorporated most of my fixes or made them irrelevant over time, but a number always remain.

Ongoing Games
=============================

Ongoing games should be fine.

Modders
=============================

Feel free to forward changes from this mod into your own. Credit is appreciated. Nearly half of these fixes are by others as noted in Credits.md linked above.

If you want to check for this mod's presence, look for the ariphaos_unofficial_patch_installed flag or the @ariphaos_patch_installed variable.

My Main Stellaris Mods
=============================

These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Biopsionic Mastery enables biological ascension to be combined with others while using my patch.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.
  • AI-Player Exclusive Archaeology - Makes a set of AI only dig sites, so the player can enjoy the rest.
  • All Systems Spawn - What it says on the tin. Spawns all rare systems, leviathans, and [REDACTED]

My Other Stellaris Mods
=============================

These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.
Populære diskussioner Vis alle (19)
111
11. juni kl. 9:02
Bug Report
TurtleShroom
4
7. juni 2024 kl. 8:35
Three vanilla bugs in version 3.12.4
Night
1
21. juni 2024 kl. 3:35
Crisis bugs in 3.12.4
Zomifi
1.312 kommentarer
B flat For 14 timer siden 
Can anything be done about the AI not building anything except fortresses and hydroponics (or not building anything at all), or is that something hardcoded? I don't mean it as a bug, but rather generally AI being incredibly bad economically even on GA.
Nikal For 15 timer siden 
Well, whatever you did, it sort of kind of worked, but actually didn't. 😶

I made a test game, vanilla + your patch, one Mechanist and one Individual Machine, both with AI Citizen Rights set. In case you want to tackle this further, screenshots of what's happening (explanation in image titles):

https://ibb.co/ynFhz5Vc
https://ibb.co/pjnQyXFk
https://ibb.co/ZRvrLV76
https://ibb.co/S49FpPFK
https://ibb.co/mVBzbrz9
https://ibb.co/Fb2YZ97G

Obviously, Pdx completely broke the Species Rights for robotic species after introducing the "individual machines" and just never bothered to go back to fix it. It would probably require some refactoring of all the basic rights/standards to not be accessible by non-sentient robotic species (unless the tech and rights are set), and even more work if we are to obey the "dlc checks".

Personally, I feel like it would've been better had they kept the old robot/droid/synth traits. :/
EMPIREVSREBLES For 17 timer siden 
@Ariphaos yeah, I put it at the top, and it said I couldn't use invasive species with a reptilian portrait.
andres r 18. juni kl. 3:48 
AI does seem to be better with this patch but still doesn't seem to redevelop its districts..
I guess this is solvable only by PDX in code?
Nikal 17. juni kl. 11:14 
Sounds grand. I'll give it a spin later this week, to see how it holds up. Thanks! :steamthumbsup:
Ariphaos  [ophavsmand] 17. juni kl. 8:52 
@EMPIREVSREBLES (sic) are you following the instruction? This shouldn't clobber that sort of mod if you are following the instruction.

4.0.21 update. Fixed one vanilla bug putting non-sapient robots into social welfare (@Nikal / @Celador). Specifically, the check to stop this was checking if the empire was robotic, and not if the species was.
Celador 17. juni kl. 2:06 
@Nikal Can confirm this was the issue for some time. Not sure if it's in vanilla, since I am playing with this mod all the time. Mechanical species having social welfare was definitely an issue before 4.0 for me.
Nikal 16. juni kl. 16:34 
Could you have a look at what's going on with the Citizen Rights and Living Standards for non-sentient, Mechanical species in organic empires? While under servitude they are spawning with Social Welfare set, and when setting AI policies they get Full Citizenship even though they aren't sapient (i.e. neither the Droid nor Synthetic research has been done). There's a bunch of new scripted_triggers related to robotic species, yet most haven't been utilized correctly.

My time is limited to go through it all, but I figured adding "is_shackled_robot = no" to citizenship_full fixes the latter issue (maybe, as I don't know if that breaks something else). However, the non-sentient robots can still be residents, and after that change they have access to all the organic living standards.
EMPIREVSREBLES 16. juni kl. 9:37 
Okay, I thought I would just remove the trait from the mod file, but that just remove the trait from the game too.
EMPIREVSREBLES 16. juni kl. 9:23 
So I found that this mod conflicts with a mod that removes portrait requirements to traits.