Stellaris
AI-Player Exclusive Archaeology & Astral Rifts
125 comentarios
flyinghamster 6 JUN a las 3:27 
"It is my Precious" Mod was desperately needed. Thank you.
Ariphaos  [autor] 13 MAY a las 14:26 
Rebalanced things a bit. I am probably going to make the AI code more closely mirror the player's code, as is it penalizes peace, but the AI doesn't know that.
arc361 13 MAY a las 2:09 
TBH I think its just the game being very unstable.
Ariphaos  [autor] 13 MAY a las 1:18 
@arc361 that's the default_site_visible trigger. It is very ornery.

Going to be updating this after a bit more testing and balancing, given the problems people have reported with it.
arc361 12 MAY a las 0:37 
using this in multiplayer. usually works pretty well, I have been getting alot of dsyncs and been checking the oos folder. For the most recent I did notice that

common/archaeological_site_types/ariphaos_archaeology_sites_ai.txt line: 32

Is in the error txt. with this error: Invalid context switch [planet] from AI Site Easy [archaeological_site]

this is repeated with other AI empires. I also see some distant stars errors so its not just this mod. I am trying to see if there is a way to find out which mods are causing dsyncs. I know it can be the games fault too
golem 18 MAR a las 23:10 
ai stopped expanding because it doesn't send scientific ships at all. It used to work fine. Had to delete it.
Multi(iple) Cults 2 FEB a las 4:16 
Does this work still as of 3.14?
PAISLY 8 ENE a las 11:17 
For me it also stopped working with 3.14. Havent got no science ship spam but AI empires still seem to be able to excavate my archeology sites.
Jack Jack Attack 1 DIC 2024 a las 17:28 
This mod has stopped working for me in 3.14. Been getting the incessant spam of enemy science ships trying to snipe my sites during ceasfires.
Ariphaos  [autor] 21 NOV 2024 a las 10:31 
@Paulicus it depends on how they get spawned, but there was no universal access trigger to modify that they would share, so those that end up getting spawned outside of your territory (via modded event, anomaly, initializer, etc.) aren't going to be addressed by this mod.

@Baekbok133 this mod does not touch origin sites, or in general anything that has max_sites over a hundred (e.g. the federation dig site).
Baekbok133 17 NOV 2024 a las 8:03 
What happens to archaeology & astral rifts spawned by AI's origin?
I don't want to change them.
Paulicus 13 NOV 2024 a las 16:37 
If a mod added new arch sites/anomalies, would the AI still avoid them, or did it require editing the arch sites directly?
Celador 13 NOV 2024 a las 7:57 
@Ariphaos Great. I didn't even realize your patch was doing that. One solution around AI lacking relics would be them asking to buy your relics. I am using a mod that is allowing trading relics, and the amount of alloys they are willing to give is astonishing - 50k and more. That would've been nice. Not sure what is more balance breaking though - having too many relics, or having an injection of insane amount of resources few times.
Ariphaos  [autor] 13 NOV 2024 a las 4:41 
@Paulicus The only thing that comes to mind is either a define, or someone else clobbering the sites for some reason.

@Celador I mean my unofficial patch will help guarantee your single find. Not APA. Giving the AI some relics was on my to-do list, but other priorities have put it aside for now.
Paulicus 12 NOV 2024 a las 18:12 
Thanks! Is there anything I should be looking for? I've modded other games, but I'm new to stellaris modding.
Celador 12 NOV 2024 a las 7:04 
@Ariphaos Precursor one is too generous for my taste. I ended up with every single artifact, and just gave them away to other empires. I was so far ahead it didn't even matter. But I do like the idea of having precursor sites at least spawn inside your borders faster and consistently. |

Also by "artifacts" I meant relics. Because I've ended up getting all of the precursor ones, and all of the random ones, and most of the mod ones. Literally 4 rows of various relics.
Ariphaos  [autor] 12 NOV 2024 a las 6:27 
@Paulicus if they're still being researched inside your borders, it's not this mod doing it. Which makes sense as I've no idea how it's happening. You'll need to find what mod is allowing it.

@Celador the lack of AI artifacts is an issue of this mod. I should probably check the minor artifact balance, come to think of it.

For the precursors, my patch tries to guarantee you get the Zroni and Baol to spawn appropriately, if you get those. The original 5 have catch-up events. I'm not terribly familiar with the new ones, however.
Celador 12 NOV 2024 a las 0:13 
Is there maybe a way to make a toggle for only precursor events to spawn inside the borders, so a player can safely complete one precursor chain, and that's it? Or maybe a lightweight version of that?

I've used it with the "assorted precursor adjustment" and ended up swarmed with the events, sites and artifacts. I've removed the precursor adjustments, and would've just kept this mod, but I don't like AI not getting random sites either. I've checked the generic ones they are getting, and it just feels a bit unfair. After 150 years they barely had any artifacts, in fact some didn't have any at all, meanwhile - I had 30.
Paulicus 11 NOV 2024 a las 15:04 
Thanks for responding so quickly. Do you think it's a mod conflict? What types of mods should I look for, if so? I think I have at least one that adds new arch sites, not sure if that would be relevant
Paulicus 11 NOV 2024 a las 13:39 
Unfortunately yes. I disabled the mod but neutral science ships still moved to and started excavating one of my sites.
Ariphaos  [autor] 11 NOV 2024 a las 11:02 
@Paulicus if you turn the mod off, do AI ships still attempt to excavate in your territory?
Paulicus 11 NOV 2024 a las 1:02 
I'm using this mod and the AI are still excavating archaeology sites IN my territory. They're even sending stealth ships in after I closed the borders! I only have a few mods, tried loading this last but it's still not working. Any idea what's wrong, and how I can get it to work? It's really annoying to have to keep looking out for neutral science ships and delete them before they steal all my arch sites :(
Ariphaos  [autor] 2 NOV 2024 a las 5:05 
Just forwarded a minor bugfix, nothing of note changed.
Geki 14 SEP 2024 a las 0:59 
Alternatively, you can just "Verify game files" via Steam options for Stellaris and it will check all mods as well.
Ariphaos  [autor] 13 SEP 2024 a las 15:49 
@darquan0 it is - you are stuck on the old version. Try un/resubscribing, or if that doesn't work delete it from your disk manually and resubscribg.
darquan0 12 SEP 2024 a las 14:56 
Will you mark it as v3.13.* compatible? Last warning sight in my short modlist remains ;)
Ariphaos  [autor] 10 SEP 2024 a las 20:45 
The AI can't research them but you will still have to acquire the system to research them.
Geki 10 SEP 2024 a las 19:17 
Thanks for the quick update. Will I get the sites eventually if they are tied to a unique system?
Ariphaos  [autor] 10 SEP 2024 a las 14:55 
Update, should mostly be backwards compatible but will whine about nonexistent sites if you play on an older version.

A more robust fix to stop player-controlled ships from grabbing ai sites that somehow evaded detection.
Ariphaos  [autor] 9 SEP 2024 a las 23:06 
Hrm, possibly something broke : /

I'll try to fix it for tomorrow's release.
Zut0s 9 SEP 2024 a las 22:10 
ah so its not just me, and I do not tag switch at all
Geki 9 SEP 2024 a las 21:25 
Sidenote: Those exist in systems that I conquered from AI.
Geki 9 SEP 2024 a las 21:25 
I have multiple invisible excavation sites that my science ships try to excavate infinitely.
Ariphaos  [autor] 7 SEP 2024 a las 11:22 
@Zut0s it destroys the site when a player takes over the system. If you switch to playing a computer those sites will still exist, however.

Or it's supposed to. I could add a catch to catch this sort of thing, I suppose.
Zut0s 31 AGO 2024 a las 13:45 
tag switching?
Ariphaos  [autor] 31 AGO 2024 a las 7:28 
@Zut0s are you tag switching or something?
Zut0s 21 AGO 2024 a las 15:21 
scientists set to auto excavate archaeology sites can get completely stuck on the invisible AI sites and stay there until told to leave. it makes auto excavating lobotomize your poor archaeologist if you get one of those sites in your systems
waddysjunk 10 JUL 2024 a las 16:38 
would this allow me to get the crysyal rift to spawn instead of ai
Ariphaos  [autor] 28 JUN 2024 a las 2:58 
@spectre199 not exactly. Some of them get locked from being generated again until resolved, in which case the AI can't do this to a player.
spectre199 26 JUN 2024 a las 6:31 
so If I am understanding this correctly. This mod adds more astral rifts to the player?
Dr. Nolegs 14 JUN 2024 a las 17:14 
This may not be a result of this mod, especially since you don't edit that site directly in the code, but I am having the behavior where Clone Army AI empires do not seem to complete their event chain, which begins with them doing an archeology site.
Ariphaos  [autor] 8 MAY 2024 a las 20:07 
Fully backwards compatible.

It now also prevents the AI from getting the relic astral rifts.
Calamitous Penguin 8 MAY 2024 a las 18:38 
Anyone knows if this is working on 3.12? Just looking for confirmation before adding and having to troubleshoot if something is not working.
Dr. Nolegs 8 MAY 2024 a las 7:25 
@ariphaos I definitely would find that appealing!
Ariphaos  [autor] 12 MAR 2024 a las 9:28 
The only unique rifts are the ones that hand out artifacts. I could have this apply to those easily enough.
LHCHN 10 MAR 2024 a las 13:13 
well my bad i just notice theres a same question. please ignore this
LHCHN 10 MAR 2024 a las 13:11 
Will be a mod work same way on rifts?
Ariphaos  [autor] 19 FEB 2024 a las 5:02 
The AI will happily research sites that are 'invisible' to it, that does not work.
Amadeus 18 FEB 2024 a las 21:38 
Why not just incorporate AI check in default_site_visible_trigger (in visible check)? That would prevent the need to modify all vanilla sites files (almost all of them use this trigger) and will also make it compatible with other mods adding custom archaeological sites.
dzantor 12 FEB 2024 a las 7:38 
Thank you so much for explaining and your great mods!