Stellaris

Stellaris

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Aggressive Crisis Engine
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20.020 MB
25 Oct, 2020 @ 7:06pm
12 May, 2024 @ 4:37am
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Aggressive Crisis Engine

In 1 collection by OldEnt
Workshop: OldEnt's mods for Stellaris
11 items
Description
Aggressive Crisis Engine (ACE, ACEMOD) is a collaborative Stellaris mod with new crisis AI and a great amount of crisis improvements.

a.k.a. crisis is fixed

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Save compatible.

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I am stepping back from modding. If anyone wishes to take it over I highly encourage them to join Stellaris Modding Den[discordapp.com]. Please speak with Rodahtnov#2593.

I expect this mod to function properly without updates for a long while.

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Comparison of Vanilla and ACE AI under the same conditions (2.8.1, x10, Commodore). Video courtesy of General Pol.

Vanilla AI is off for main crises and all fleet movements are mod scripted, this includes military fleets, constructors, army transports, swarm infestors and colossi.

Dimensional Anchors are visible on galactic map.

- Full support for Contingency, Prethoryn Scourge, Unbidden, Aberrant and Vehement. Optional for Gray Tempest, Katzenartig Imperium and other custom crises.
- New custom pathfinding accounting for wormholes and gateways
- Fleets are relentless and always seek targets.
- Defensive fleet recall for Contingency worlds (optional).
- Crisis Manager (optional).
- Galactic empires receive initial massive damage penalty against crisis factions so new technologies need to be obtained in order to mitigate this (optional).
- Crisis colossi (optional).
- Dynamic Mod Menu support with menu access permission management for multiplayer.
- Various fixes related to crises.
List of features is subject to change.

Load order
The mod is load order independent as it uses LIOS/FIOS overwrite methods where needed, but preferably at the bottom. Aggressive Crisis Engine overwrites very little but what is does is crucial for it to work.

Additional mod support
ACEMOD configuration menu opens on game start. In order to access menu after start of the game you can use one or more of the following mods:
- Dynamic Mod Menu (3.0.*) by Erdnuss (SLEX).
- Mod Menu by had.
- Dynamic Mod Menu by mario0244.
- Infinite Stellaris Framework by 小傘INFINI7E.
You can also fire mod menu with an event acemod_menu.1 console command.

Language support
English (native)
Deutsch - German (native)
Polski - Polish (native)
汉语 - Chinese (native - also see Chinese translation project for mods)
Русский - Russian (native)
Español - Spanish (native)
日本語 - Japanese (external mod)
한국어 - Korean (external mod[github.com])

We invite you to contribute translations into your own language on ACE Crowdin translation project[crwd.in]. If your language is not on the list feel free to drop a note and it will be added.

Improvements



ACEMOD is flexible and modular. Users are able to switch individual components on and off on game start.

Modders can use ACEMOD AI for their own custom country_types and exclude individual fleets from ACEMOD AI for their own events. Current list of effects for modders to use is inside acemod_fleet_events.txt. See AI framework documentation (modders) for details.





Compatibility
This mod is highly compatible but requires disabling vanilla crisis AI. For this reason make sure ACEMOD overwrites any mods which change crises (this includes Starnet AI and Glavius AI).

See AI framework documentation (modders) if you want to get technical.

Timelapses


Overnight test run of ACEMOD AI crisis on Stellaris 2.7.2. Default settings but technology cost on x0.25. All empires were on repeatables. Crisis on x1 strength was squashed, this is a x5 Scourge.

End result.
End result save link (no mods required).[drive.google.com]
Pre-crisis trigger save (vanilla compatible).[drive.google.com]


A 37-year timelapse of the Contingency invading the galaxy (compressed into 5 minutes).


Similar video but with Unbidden.


Prethoryn Scourge video.

Mod merging info
When merging mods for personal use by Irony Mod Manager[bcssov.github.io], WinMerge[winmerge.org] or some other way, please make sure ai = { } block has enabled = no. Otherwise ACEMOD AI will be overwritten by vanilla AI and won't work properly. For list of overwrites see AI framework documentation (modders).

Credits
Fiiral, OldEnt and Rodahtnov hope you will enjoy this mod.

Thank you to 150 players who decided to try the mod in beta stage.

Support
Please post bug reports in the dedicated comments section or on GitHub[github.com].

[discordapp.com]
Popular Discussions View All (4)
39
16 Apr, 2022 @ 7:01pm
PINNED: Bug reports
OldEnt
9
25 Oct, 2020 @ 7:17pm
PINNED: AI framework documentation (modders)
OldEnt
6
24 Aug, 2021 @ 5:20pm
PINNED: Credits
OldEnt
820 Comments
Moppy 24 May @ 6:17pm 
transports occasionally go into a loop where they repeatedly move between the planet they want to invade, and some other point, and repeat
Cedric Scum 21 May @ 4:59am 
I hope @OldEnt Working for update for 4.0+ now :SBpenguin:
WariousGaming 18 May @ 4:26am 
@AzoorFox chill out here, I think someone from creators is working on it.
AzoorFox 8 May @ 4:16pm 
UPDATE WHEN???????????????
Janlitschka 6 May @ 10:50am 
Hey, how is the 4.0 Compatability? Thank you!
OldEnt  [author] 17 Mar @ 11:50pm 
The mod still works.

Reminder that permanent snapshot of Aggressive Crisis Engine 3.11-3.14 exists. ACE will require minor code update for Stellaris 4.0 and that will be done on Stellaris patch release day (whenever that may be).
PLMMJ 11 Feb @ 4:33am 
Oh welp :< i wanted to use this to buff crises in my modpack
OldEnt  [author] 19 Jan @ 1:32pm 
Feature freeze unless I decide to go back to modding.
MITR 19 Jan @ 12:25am 
HiL,OldEnt.Why do u dont wanna add cetana and mid game crisises?
WariousGaming 14 Jan @ 12:02pm 
@OldEnt nevermind man - I AM SO BLIND I didn't see that there is a light green bar that indicates I CAN SCROLL DOWN to see more options in configuration window -.- sorry to bother you - all is good! :winter2019happyyul: