Stellaris
Dynamic Difficulty 2.1.x LEGACY - Ultimate Customization
155 comentarii
Anbeeld 27 iun. 2020 la 23:02 
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 4 mai 2019 la 5:48 
Thanks for keeping the Legacy version around, man! I can't stomach 2.2.
Lixfe日本の地平線(Noziroh) 1 mart. 2019 la 15:02 
thanks
Gratak  [autor] 10 febr. 2019 la 2:28 
Both ways work together with my mod
Gratak  [autor] 10 febr. 2019 la 2:27 
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) 9 febr. 2019 la 16:51 
Can I start a crisis with it? I am getting boring xd
Gratak  [autor] 15 dec. 2018 la 3:49 
Yeah, I updated the description of the unlock mod. It should work with both versions.
Joker 15 dec. 2018 la 2:59 
By the way does the old unlock mod work for this updated version?
Gratak  [autor] 13 dec. 2018 la 23:13 
Thanks for the appreciation. Here is the link to the 2.2.x version:
https://sp.zhabite.com/sharedfiles/filedetails/?id=1590362799
Chucko 13 dec. 2018 la 14:20 
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 13 dec. 2018 la 13:53 
LITERALLY unplayable without it
Joker 13 dec. 2018 la 13:12 
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  [autor] 13 dec. 2018 la 11:43 
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 Thus, this version of the mod is gonna stay 2.1.x with an added warning on mod-start that it is outdated.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 11 dec. 2018 la 10:51 
Yeah!!! thx Gratak
Janda 11 dec. 2018 la 8:24 
Thanks Gratak for continuing to work on this! It's essential for me in my play-throughs.
Gratak  [autor] 10 dec. 2018 la 1:59 
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 9 dec. 2018 la 15:54 
I guess this is ok to use with 2.2?
Gratak  [autor] 4 dec. 2018 la 14:11 
@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 4 dec. 2018 la 13:58 
I think this is making my game unstable. I am getting super choppy gameplay and my game will just crash at random dates.
Joker 4 dec. 2018 la 13:16 
Wondering will this be updated in 2.2 so that there will be buffs to all the new resources they are adding?
Gratak  [autor] 14 nov. 2018 la 10:05 
Well that is already in @Fazaam, even general. You can make it increase the stuff every n-th year.
Fazaam 14 nov. 2018 la 7:04 
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  [autor] 10 nov. 2018 la 4:07 
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 10 nov. 2018 la 3:32 
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 6 nov. 2018 la 14:25 
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 26 sept. 2018 la 18:09 
Activating in Launcher was the issue
Thanks Gratak!
You got my thumbs up
Gratak  [autor] 26 sept. 2018 la 14:33 
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 26 sept. 2018 la 14:20 
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  [autor] 26 sept. 2018 la 0:00 
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 25 sept. 2018 la 22:14 
Running 2.1.3
Subsribed to mod
No menues showing in the edict menu
Can you help?
MightNight 2 sept. 2018 la 10:08 
Sweet thanks for the reply
Gratak  [autor] 2 sept. 2018 la 10:06 
Anything that is not in the other categories really. Pirates and space monsters should be the only ones in vanilla yes.
MightNight 2 sept. 2018 la 9:04 
What does "Others" constitute? Pirates and space monsters?
Gratak  [autor] 10 aug. 2018 la 7:15 
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 10 aug. 2018 la 6:59 
how to show menus again in game
Gratak  [autor] 31 iul. 2018 la 1:29 
Not that I know of. But I'm no expert on Stellaris MP
Sjru 🐲 30 iul. 2018 la 19:26 
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  [autor] 27 iul. 2018 la 16:03 
Added a remark in the description under "important". That question is indeed a good one and has been asked a few time.
y4wgmoth 27 iul. 2018 la 15:28 
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 27 iul. 2018 la 2:33 
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  [autor] 27 iul. 2018 la 1:38 
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 26 iul. 2018 la 19:17 
I don't suppose there is any way to make pirates and other "others" have their own bonuses, is there?
Gratak  [autor] 23 iul. 2018 la 12:56 
Well there is nothing stopping you from combining the two. I don't touch anything that mod touches.
Sentry Ward 23 iul. 2018 la 12:40 
@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 23 iul. 2018 la 12:26 
@Gratak ok, thanks.
Gratak  [autor] 23 iul. 2018 la 12:24 
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 23 iul. 2018 la 12:14 
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  [autor] 22 iul. 2018 la 12:24 
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 22 iul. 2018 la 12:12 
Probably add option do not touch crisiss at all?
tmonahan23 19 iul. 2018 la 15:12 
Lol np. 😄