Stellaris
Dynamic Difficulty 2.1.x LEGACY - Ultimate Customization
155 件のコメント
Anbeeld 2020年6月27日 23時02分 
For those who still play Stellaris 2.1: I created a new AI mod which is based on Glavius's work, but my mod goes much deeper and have a lot of unique features, leading to much better AI.
You can check proof of this and read detailed description here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2055544110
Mosley was right 2019年5月4日 5時48分 
Thanks for keeping the Legacy version around, man! I can't stomach 2.2.
Lixfe日本の地平線(Noziroh) 2019年3月1日 15時02分 
thanks
Gratak  [作成者] 2019年2月10日 2時28分 
Both ways work together with my mod
Gratak  [作成者] 2019年2月10日 2時27分 
No. Either use crisis manager or open console and type "event crisis.199" (that is prethoryn. unbidden is 1000, contingency 2005)
Lixfe日本の地平線(Noziroh) 2019年2月9日 16時51分 
Can I start a crisis with it? I am getting boring xd
Gratak  [作成者] 2018年12月15日 3時49分 
Yeah, I updated the description of the unlock mod. It should work with both versions.
Joker 2018年12月15日 2時59分 
By the way does the old unlock mod work for this updated version?
Gratak  [作成者] 2018年12月13日 23時13分 
Thanks for the appreciation. Here is the link to the 2.2.x version:
https://sp.zhabite.com/sharedfiles/filedetails/?id=1590362799
Chucko 2018年12月13日 14時20分 
Thank you for putting so much time into this! I haven't really had any success enjoying 2.2 without your mod, so I'm stoked.
MightNight 2018年12月13日 13時53分 
LITERALLY unplayable without it
Joker 2018年12月13日 13時12分 
Appreciate it 1000% Game is unplayable without your mod. Being able to customize AI to always keep up with me negates having to deal with its economic AI shortcomings.
Gratak  [作成者] 2018年12月13日 11時43分 
Ok. Good news. Unless something goes wrong with my final testing, I'm gonna upload a 2.2.x version tomorrow. Going to create a new mod to no ruin stuff for people still playing on 2.1.x (which is understandable considering the hopefully soon fixed gateway/trade bug that create huge lag). Thus, this version of the mod is gonna stay 2.1.x with an added warning on mod-start that it is outdated.
Mr.White 2018年12月11日 10時51分 
Yeah!!! thx Gratak
Janda 2018年12月11日 8時24分 
Thanks Gratak for continuing to work on this! It's essential for me in my play-throughs.
Gratak  [作成者] 2018年12月10日 1時59分 
No. With the change of the economic system they did change all the modifiers used for difficulty. And I needed to learn the new economic system myself first to be able to reasonably fix this. Thus I will finish my first playthrough with 2.2 before starting to update this mod. Hope I will manage next weekend.
Kempeorlaxan 2018年12月9日 15時54分 
I guess this is ok to use with 2.2?
Gratak  [作成者] 2018年12月4日 14時11分 
@Joker: Will have a look how they change vanilla difficulty and what modifiers are available, yes.
@WerWolf: I doubt that is because of this mod. By default, it only does stuff on a yearly base. Either way, the yearly increases (scaling) are the most resource hungry part. On very weak systems you might want to disable those. I'm pretty sure this mod does not create crashes.
WolvesofZiu 2018年12月4日 13時58分 
I think this is making my game unstable. I am getting super choppy gameplay and my game will just crash at random dates.
Joker 2018年12月4日 13時16分 
Wondering will this be updated in 2.2 so that there will be buffs to all the new resources they are adding?
Gratak  [作成者] 2018年11月14日 10時05分 
Well that is already in @Fazaam, even general. You can make it increase the stuff every n-th year.
Fazaam 2018年11月14日 7時04分 
Isn't it possible to do a %2 on the yearly pulse with the year value? If 0, increase by previously defined, if not, do nothing. I don't know how the scripting works...
Gratak  [作成者] 2018年11月10日 4時07分 
Sorry. Really impossible. One would need to add a whole lot of new modifiers and generally change a lot of things. Paradox can do this since they are able to have a modifier with a multiplier, but that is not available for modders.
Emanu'elgringo 2018年11月10日 3時32分 
Hi Gratak! Firstly, thanks for your mod it has made the game more playable for me than before!
But I'm actually looking to make the possibility to increase the ressources yearly by 0.5% instead of 1%, i'd like to ask you if that's even possible (i won't ask you to do it directly but some little help might be apreciated :) ) and if so, how?
Mr_Hyde101 2018年11月6日 14時25分 
You have saved my Fuedal Empire civ. No amount of love of RP could overcome my frustration at finding that my idiot vassal is horribly useless, but this mod sorts it all out :)
SakredFire 2018年9月26日 18時09分 
Activating in Launcher was the issue
Thanks Gratak!
You got my thumbs up
Gratak  [作成者] 2018年9月26日 14時33分 
Every 4 years IIRC. You see the details that are set by the standard stuff though if you go into the according menu (same as the custom things you set).

No influence on claim. Though I expect they would claim more if you give them bonus influence. Just guessing though.
Nepomuc 2018年9月26日 14時20分 
How much does the standart scaling options, if enabled, add every 4 years?
Does this mod influence the claim system in any way? or how the AI uses claims ?
Gratak  [作成者] 2018年9月26日 0時00分 
You did activate it in the launcher? Do you get the mod-startup event when you start a new game? If the answer is yes to both, I guess I'd need a screenshot of what exactly the problem is.
SakredFire 2018年9月25日 22時14分 
Running 2.1.3
Subsribed to mod
No menues showing in the edict menu
Can you help?
MightNight 2018年9月2日 10時08分 
Sweet thanks for the reply
Gratak  [作成者] 2018年9月2日 10時06分 
Anything that is not in the other categories really. Pirates and space monsters should be the only ones in vanilla yes.
MightNight 2018年9月2日 9時04分 
What does "Others" constitute? Pirates and space monsters?
Gratak  [作成者] 2018年8月10日 7時15分 
Not sure what you mean. You can always show them via edict or mod Menu (unless you are not the host in an MP game). Options might be locked if you used the "lock" feature, but the menus would still show.
1419859994 2018年8月10日 6時59分 
how to show menus again in game
Gratak  [作成者] 2018年7月31日 1時29分 
Not that I know of. But I'm no expert on Stellaris MP
Sjru 🐲 2018年7月30日 19時26分 
I have a question, is there any chance all those modifiers the mod adds to AI and players can cause a crash in multiplayer?
Gratak  [作成者] 2018年7月27日 16時03分 
Added a remark in the description under "important". That question is indeed a good one and has been asked a few time.
y4wgmoth 2018年7月27日 15時28分 
Thanks for the reply a week back. Unfortunately I’m having a problem. For some reason the AI empires in my game are not getting any science bonuses. They get the minerals and energy bonus, they get the fleet cap and unity part of the human resource bonus, but no bonus to society, engineering, or physics. I tried using the advanced customization that you told me about to give them only a science bonus instead of a bonus to all human resources but that didn’t work either. The bonus shows up on the dynamic difficulty mod menu but when I use debugtooltip to see the AI’s resource income their science income never changes. I also paused and used the console to switch over to an AI just to make sure it wasn’t a graphical glitch causing it to not show up via the tooltip, still nothing changes.

Any idea what could be wrong? Are there certain types of mods that could conflict and make the AI unable to receive science bonuses despite getting all the other bonuses?
SkarLend 2018年7月27日 2時33分 
Don't know if it is this mod or something else... Yesterday when we played a multiplayer game with this mod we experience something strange with the pirate fleets. We can see the fleet power to be for example 800, but when we encounter them they are suddenly a bitt higher. For example around 900. Do someone know if this is the mod doing this? and does the mod also make the pirates stronger?
Gratak  [作成者] 2018年7月27日 1時38分 
Possibly. Though more different bonus-categories means more events the game has to process. I might have a look at this, but I can't tell you when I find the time.
TechSY730 2018年7月26日 19時17分 
I don't suppose there is any way to make pirates and other "others" have their own bonuses, is there?
Gratak  [作成者] 2018年7月23日 12時56分 
Well there is nothing stopping you from combining the two. I don't touch anything that mod touches.
Sentry Ward 2018年7月23日 12時40分 
@Gratak, advantage is using your mode with Crisis manager!

I wanted to use Dynamic Difficulty - Ultimate Customization mod cuz without Scaling game is hard at early game stage. With- too boring. I do not want to touch crisiss
Kypamop 2018年7月23日 12時26分 
@Gratak ok, thanks.
Gratak  [作成者] 2018年7月23日 12時24分 
Sorry, but no, that is not possible. There is also not one file you could change to add that without using my mod. The vanilla game application of the difficulty modifiers is hard coded. The only thing I could change there was setting that part to zero and building new difficulty modifiers from scratch.

Though I'm pretty sure that is you do not disable any scaling, the game should not slow down. All my events are the start of a year. The only reason it could generally slow down a tiny bit, is that I simply add modifiers (though I kept that number as low as possible)
Kypamop 2018年7月23日 12時14分 
Hi @Gratak! I'm trying to find a way to make vassalized AIs useful. Is there a way to use only this option from your mod without changing anything else (cause the game really becomes slower)?
Or maybe you could tell what line in what file I should change to let them have all the difficulty bonuses other AIs have?
Gratak  [作成者] 2018年7月22日 12時24分 
Can't do that as an options, since I need to remove the vanilla modifiers and that is only possible by file overwrite. Best thing I could to would be submod of not touching crisis. But what would be the advantage of not touching it?
Sentry Ward 2018年7月22日 12時12分 
Probably add option do not touch crisiss at all?
tmonahan23 2018年7月19日 15時12分 
Lol np. 😄