Stellaris
EG - Stronger Advanced AI Starts
90 件のコメント
iamerror 2023年5月3日 7時00分 
update?
ButtJunkie  [作成者] 2019年6月8日 23時48分 
Happy for someone else to do something like this, unfortunately I've got too much on my plate to keep it updated.
Deadeye_7 2019年6月8日 22時55分 
any chance of this being updated?
ButtJunkie  [作成者] 2019年5月22日 16時44分 
That's because the mod is over a year out of date and there has since been a planet mechanics redesign in the base game, which the mod doesn't account for.
Athena 2019年5月19日 14時23分 
Note that as of right now on 2.2 this causes you to start the game with just one pop.
ButtJunkie  [作成者] 2018年11月28日 22時34分 
The description is a bit out of date, even for 2.0. I don't believe the mod works properly on 2.1+. I'll update this, but it'll be done to be compatible with Stellaris Realism (my overhaul) rather than the base game.
Coocoodas 2018年11月28日 19時48分 
Why do you recommend only few FE? Any reasons?
ButtJunkie  [作成者] 2018年9月29日 1時58分 
I'm in two-minds about this, and in any case, 2.2 would require a big update anyway, so nothing will happen before then. I'd suggest using Pseudo's link.
Unordinal 2018年9月8日 2時50分 
I've uploaded an update with permission from ButtJunkie. You can get it here.
NiL_FisK|Urd 2018年8月12日 8時10分 
An update would be really cool
Bruorton 2018年7月24日 17時44分 
Yep, still having a complete absence of wormholes in galaxy formation with this mod. It's too bad, I really liked the added challenge this mod gave.
ButtJunkie  [作成者] 2018年6月6日 8時28分 
It hasn't been updated yet.
SonnyD1 2018年6月4日 8時07分 
Currently causes a bug which prevents natural wormholes from spawning. Not compatible with the current version of the game.
bratrstvoNODKane 2018年4月22日 4時28分 
Hi. could you incorporate that AI could start with much more tech too?
Lord_Daemonar 2018年3月22日 11時40分 
Why do you recommend fewer fallen empires?
luka.v 2018年3月3日 17時34分 
Thanks for the update, advanced AI got really weak in 2.0.
ButtJunkie  [作成者] 2018年2月28日 2時08分 
Updated. AI gets up to 10 planets again as 2.0 improved advanced AI parameters.
SeeleDE 2018年2月28日 0時31分 
Please update for 2.0. It seems advanced starts now only get 3 extra systems and 3 extra pops, but no extra planets. So their advantage is only very minor. I miss end game opponents.
Doomwarrior 2017年12月30日 15時33分 
I tried :) didnt work though, i ended up starting fresh using the fallen empire mod and give them lots of bonusses to make them quickly stronger...and afterwards handing them over to my RPG players.
ButtJunkie  [作成者] 2017年12月30日 14時37分 
I can't control how many colonies they have, just limit it - it's massively affected by galaxy size, habitable planet spawns etc. They should have 2-3k fleets on average - I haven't experienced them having small fleets in any of my tests.

As for making them equal, the idea of the mod is to vary the strength of the AI. You can adjust this in the mod files to make them more equal in terms of resources and fleet size though.

Doomwarrior 2017年12月27日 16時30分 
Is it possible to adjust the mod in a way that makes all advanced AI relatively fair to one another? In my current setup they range from 1-4 planets no fleet and little else but full planets... id really like to see the promised outcome but in a rather less spread out way in terms of what they have.
ButtJunkie  [作成者] 2017年12月26日 8時25分 
"However how do you ensure that a starting empire is not overwhelmed by the stronger?"

I don't, you just have to hope you're not next to some purifier, but that's part of the fun :D

Increasing the scope of the mod would definitely be interesting and provide some much needed flavour to the galaxy. I'm finishing up on another mod so I'll have a think about it. There's definitely potential there.
kyho78 2017年12月24日 7時31分 
Hey ButtJunkie, thats a great idea. A trope of most sci fi stories when humanity start to travel the stars. However how do you ensure that a starting empire is not overwhelmed by the stronger?;

for example

The stronger is larger and may restrict the room of expansion of the younger
The stronger is a fanatical purifyer; GG.

Would special events coming from advanced neigbours be someting you consider in the future?
Like them giving you quests so they like you more.

It may even cause an alternative start playstyle. Start as a protectorate of a stronger empire which are benevolent/evil etc. may cause different ways of playing.
ButtJunkie  [作成者] 2017年12月24日 3時28分 
The AI starts here potentially have more colonies, are more developed, more populated, have more resources and larger fleets. They're quite a bit stronger overall.

I have some changes I want to make to make some of them even stronger. The idea is that by the time you discover them, they'll feel like long-established empires.
kyho78 2017年12月24日 2時23分 
I never played with advanced starts, so what is the different between the normal game standard advanced start and this one?
madpluck 2017年12月19日 9時52分 
Yessss! Thanks!
ButtJunkie  [作成者] 2017年12月19日 8時56分 
Updated. Advanced AI colonies will have more pops and be more developed. Also changed the name to suit my other mods (I like to keep them together in the mod menu).
madpluck 2017年12月19日 5時59分 
Yes that would be awesome! I was actually about to start looking through the files to see if there is a way to give them even more of an advantage so that they can scale up/spread out faster.
ButtJunkie  [作成者] 2017年12月17日 10時44分 
That reminds me, I've got an update almost ready to give the AI better developed planets.
madpluck 2017年12月16日 12時23分 
I am SO HAPPY I found this mod! I wanted a mod to simulate a "late start" like an early space age primitive. Playing this on a 3000 star galaxy with 36 advanced starts, 5 FE, and only 10 regular civs. It looks and plays awesomely!
ButtJunkie  [作成者] 2017年11月24日 4時05分 
My guess is the problem is there are no habitable worlds close enough for the extra colonies to be created. The extra colonies aren't planets added to the galaxy, instead the game runs a search on nearby systems to determine whether they're suitable to be an additional colony. If not suitable worlds spawn nearby, no additional colonies can be created. I unintentionally achieved this myself when removed the guaranteed nearby planets - no advanced AIs would spawn.

I can't really do much about this as it's a limitation of the way AI empires are generated and not a direct conflict between the mods.
qc 2017年10月22日 6時40分 
I love this mod, but it conflicts with Unbiased Systems (https://sp.zhabite.com/sharedfiles/filedetails/?id=683326728) .

I really love playing with Unbiased Systems, as I hate the guaranteed two ideal_planet_class neighbour colonies you're given at the start of a vanilla game. Really removes the sense of exploration and mystery.

Unfortunately with both mods enabled no AI empires get any colonies at all on game-start.

I was wondering if there was some way to fix this, so that both this mod and the Unbiased System mod are compatible again? I've had a poke around the game files but I'm a lil out of depth, and I can't see any obvious way to fix it.

Maybe make it so that the AI's get guaranteed neighbours but the player doesn't?

I'd love some pointers if you have any!
ButtJunkie  [作成者] 2017年10月20日 23時27分 
Hmmm I haven't Deadeye.
Deadeye_7 2017年10月6日 16時43分 
Sooo, somtimes, not always, a empire will completely abandon all but one of its worlds, haven't tested yet if its a mod conflict or not. but just asking if you have ever seen any of the empires in your game just give up colonies for no reason
ButtJunkie  [作成者] 2017年9月24日 21時05分 
Updated. Unfortunately I can't give the advanced AIs as many pops as before, but some will usually have more planets than before, potentially many more.
Уберите Из Мута 2017年9月21日 14時57分 
update plz to 1.8
ButtJunkie  [作成者] 2017年7月30日 3時12分 
@Zarth - well this mod doesn't affect AI, just gives it more at the start. I haven't experienced this myself and no-one else has brought it up, so that suggests something strange is happening on your end. I know it's frustrating, I just had to start a new Rimworld game after the one of the 100-110 mods I was running bugged out my save.
Zarth 2017年7月29日 11時20分 
@fernis_wolf what im trying to say is that the issue only sprung up once i started to use this mid
Mod. The only mods i have that affect ai behavoure is enhanced AI and alpha mod. I have used both for far longer than this mod without any issues. Most of my other mods are graphical, are add content which th ai has had no issues adapting to until now.
Fenris_Wolf 2017年7月28日 13時27分 
Pardon me for being all blunt about it: "I have nearly 140 mods altering this game" - Zarth. As someone with professional beta testing / and Q&A experience, that's where we're at the heart of the issue.
You might want to delete all other 139 mods, reverify the gamecache, and then run another campaign. If it persists, you are fair to keep asking ButtJunkie.
If not: If you have documentation on which of the other 139 mods touches the same libs as this one, then by all means, you can find the interference there. But please do not demand ButtJunkie to find out the mistake for you, which may not be in his control and just waste a lot of his time.
Zarth 2017年7月26日 14時56分 
@ButtJunkie i played 100 years into a game with this mod. While I've unlocked most of the mid game tech, nearly all the other empires have fleets which use basic lvl 1 armor, and level 2 shields. The only time I can see them change things up is when i send my fleets in to beat every other empire back into the stone age. I have nearly 140 mods altering this game, but before this mod, and maybe a few others, they were progressing just as fast as I was if not slightly faster.

I gotta do some testing.
ButtJunkie  [作成者] 2017年7月25日 16時54分 
@Zarth - given the stat of combat, that's probably a good thing (naked corvette fleets are the most cost-effective). Can't say whether this mod is causing it - it shouldn't directly cause it, but maybe it indirectly causes it. Example, since they start with much larger fleets, the upgrade cost would be far higher. How far are you into the game? It shouldn't directly cause it as this mod only makes changes that occur during the galaxy generation. It doesn't change anything beyond that.
Zarth 2017年7月25日 15時26分 
i don't know if it's this mod that's causing it, but when i have this mod installed I notced something strange with the AI's. They're not upgrading, or improving trheir ship blueprints.
ButtJunkie  [作成者] 2017年7月21日 5時30分 
But think of the glory when all unclean civilisations have been purged!
Richy 2017年7月20日 10時31分 
dont play fanatic purifiers with this mod
ButtJunkie  [作成者] 2017年6月27日 15時27分 
You're welcome :)
davidt0504 2017年6月27日 15時26分 
@ButtJunkie That answers my question exactly. Thanks ButtJunkie :D
ButtJunkie  [作成者] 2017年6月27日 15時19分 
davidt0504 - it works fine with No Clustered Starts. NCS controls spawning locations, while this just controls with what advanced AI's spawn.
davidt0504 2017年6月27日 6時34分 
Does this need to be chosen instead of No Clustered Starts? Does this mod randomize the starting positions of species?
Pode 2017年5月22日 19時27分 
As long as he didn't give advanced empires more techs by overwriting the vanilla event like I did, this mod should work fine with Primitive Players as is. Normal AIs will start as primitives like the player, advanced AIs get vanilla starting techs, vanilla advanced empire techs, and his mods increases in resources, colonies, and ships.