Stellaris

Stellaris

939 个评价
AI Game Performance Optimisation 4.2
13
10
4
6
6
3
5
2
2
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
4.039 MB
2020 年 8 月 1 日 下午 3:22
11 月 26 日 下午 3:22
65 项改动说明 ( 查看 )

订阅以下载
AI Game Performance Optimisation 4.2

描述
This is a performance mod that mostly prevents the AI from causing the game to lag due to some of its actions, among other things. The mod gets the AI under control without affecting the gameplay of players and almost not affecting (as much as possible) the AI's gameplay.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀[www.paypal.com]
What the mod does to effectively boost performance:
  • Disable AI Hyper Relays: Stops the AI from constructing Hyper Relays as they degrade performance especially with their required amount (optional).

  • Restrict AI Gateways: Stops the AI from constructing Gateways more than twice every 100 years to prevent the AI from building them too quickly, unnecessarily (optional and configurable).

  • Modifier Updating Optimisation: Reduces the burden of updating modifiers by decreasing their update frequency to 3 times per month (optional).

  • Disable AI Xeno-Compatibility: Stops the AI from getting Xeno-Compatibility ascension perk to prevent unnecessary hybrid species (optional).

  • Disable AI Omnicodex Relic: Stops the AI from getting the Omnicodex Relic to prevent unnecessary hybrid species (optional and configurable).

  • Restrict AI Ringworlds: Stops the AI from constructing ringworlds by introducing a limit of 3 ringworlds per AI (optional and configurable).

  • Restrict AI Habitats: Stops the AI from constructing habitats by introducing a limit of 7 habitats per AI (optional and configurable).

  • Restrict AI Sub-species: It limits the AI from creating large number of sub-species, limiting it to 2.

  • Improve AI unemployment: Fills AI job vacancies faster and reduces unemployment by resettling the unemployed pops to planets with open jobs to prevent increased checking (optional).

  • Restrict AI Corvettes/Frigates: Stops the AI from building corvettes, frigates, destroyers, and cruiser by putting a cap on corvettes and frigates to 60, destroyers to 30, and cruisers to 15 per fleet. Once the AI reaches the cap(s), a corvette is replaced with a frigate, and 2 frigates are replaced with a destroyer, and 2 destroyers are replaced with a cruiser, and 2 cruisers are replaced with a battleship. This should make AI fleets less corvette heavy and stronger (the 2 for 1 trade-off works out economically). This also allies to bio-ships and only occurs when possible e.g., when the AI has destroyer technology and cruiser technology for balance reasons (optional and configurable).

  • Prevent AI micro-marketing: Prevents the AI from continuously market micro selling and buying small amounts when resource capacity is full.

  • Restrict AI Eternal Vigilance: Prevents the AI from picking the full and half spending policy options from the Eternal Vigilance ascension perk. This should also provide a high performance boost (optional).

  • Improve AI fleet count: Prevents the AI from having multiple partly filled fleets and merges them when possible while not at war.. This should also provide a high performance boost (optional).

  • Enable some AI opt on players: As a preference, you can enable some of the AI optimisations to be also applied on players for potential balance and further performance gains. These currently include (if not disabled); just 'Restrict AI Eternal Vigilance' (optional).
Most of the features listed above can be disabled or configured at game start if desired or through an edict during a game; using a custom UI for better accessibility.

Further tuning that can be done manually if needed:
- Lower habitable planets.
- Lower guaranteed planets.
- Disable Logistics Ship Cost (Can give more performance potentially but it's an unreliable option at the moment).

Latest update:
- Updated to 4.2
- The Korean translation, thanks to SaberLove for translating!
- General bug fixes - not really, but it makes it look like a decent update, no? Haha.

Anyway, if you find any bugs or something is not right, let me know!

Future development:
- Construction ship and/or science ship limit.
- Look into pop groups and how they affect performance (if so, change migration policy for AI etc).

- If you think there is a problem with the AI that slows the game, don't hesitate to comment it below, pop it in the discussion, or let me know it the discord!

Additional information:
- Mostly compatible with current save game but some of the features will not work and will not break the game if enabled.
- Compatible with Glavius and Starnet mods.

Supported Languages:
- English
- Polish - requested and translated by Ereno.
- Korean - requested and translated by SaborLove.
- Not used (outdated); French - requested and translated by Cerodan.
- Not used (outdated); Russian - requested and translated by unknown.

Compatibility:
- Not achievement compatible.
- Mostly game save compatible, but some optimisations work best from game start. Either way, you shouldn't have any problems, and you can access the menu though the edit.
- Likely to be fully compatible, however, the mod should be prioritised over gigastructures for the Hyper Relays limit to work. Therefore, it should be placed last in the load order (at the bottom).

Mods that edit Hyper Relays economic category or the mentioned ascension perk will conflict those options. Mod should be placed at the very end (at the bottom). When this mod is not prioritised in the load order (where conflicting mods exist), this will stop some of the features of this mod from working, but keep the edits of the other conflicting mods. In short, it will only conflict with the mentioned bits.

Other mods:
Ultimate Automation
Original Origins, Traits, and Civics
Cleanse & Rebirth
The Imagination Mod

Communitation and support:
The discord to help me out or just for discussions about the mods: https://discord.gg/wh4HZuVzs7

Making these mods is very time consuming and so, if anyone would like to help out with modding, by all means get in touch ;). If you like the mod and would like to help out in other ways, please consider donating with the button below (thanks!).

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀[www.paypal.com]
Donated This Month: £0
热门讨论 查看全部(3)
27
11 月 26 日 下午 1:16
Bug Reports
RegiZero
24
11 月 5 日 下午 2:10
AI behaviours or ideas that should be considered
RegiZero
1,015 条留言
Wairui 12 月 8 日 下午 1:18 
@alankraskow
I agree with RegiZero in his/her disable option suggestion for this excellent mod. I also disable 'Restrict AI Corvettes/Frigates'. In their place, I use ! AI Ship Building Priority Fix . These two mods work nice together towards the same goal. (FYI: I also turn off this mod's 'Disable AI Xeno-Compatibility')
RegiZero  [作者] 12 月 8 日 上午 4:46 
@alankraskow Disable the "Improve AI fleet count" option and see if that helps. This is a relatively new optimisation and I still have to do some performance check on that. Although, I did not see any actual game lag yet in my initial tests but yeah, did test it enough yet.
alankraskow 12 月 7 日 下午 9:00 
I started experiencing huge lag, did script profiler and tracked it down to this mod. Some heavy numbers come up for fix_ai_actions, for example:

{
"operation": "scripted_fleet_actions.fix_ai_actions.18.trigger.1.trigger",
"root_pct": 1,
"parent_pct": 1,
"other_pct": 0.2163,
"total_time": 66334.991,
"hits": 110391142,
"average": 0.0006009086399341714
}

This whole operation took over a minute and 110391142 hits.

I have no clue what does that even mean, but I thought I share it as it was on the top of the list there in time. And there are more.
MightyShark 11 月 29 日 下午 5:21 
No worries thanks RegiZero ! I appreciate your fast responses . Your mods are great btw.
RegiZero  [作者] 11 月 29 日 上午 7:15 
@MightyShark Hey error log patrol haha. Nah, but that's all good, don't worry about it (famous last words) haha
MightyShark 11 月 29 日 上午 3:44 
There appears to be a missing Megastructure ->

Error in spawn_megastructure effect, could not find mega structure type with key: giga_hyper_relay_ai_site. file: events/fix_events.txt line: 1016
MightyShark 11 月 29 日 上午 3:30 
The error.log is showing that this merge_fleet syntax is incorrect , ican it be ignored ?

[22:18:27][fleet_actions.cpp:235]: Error: "Malformed token: this, near line: 826
" in file: "events/fix_events.txt" near line: 827
Insoulum 11 月 27 日 下午 12:46 
Big thank You!
RegiZero  [作者] 11 月 27 日 上午 9:09 
@everyone The mod has just been updated to 4.2 with some additions:
- The Korean translation, thanks to SaberLove for translating!
- General bug fixes - not really, but it makes it look like a decent update, no? Haha.

Anyway, if you find any bugs or something is not right, let me know!
Wairui 11 月 20 日 上午 11:05 
@RegiZero
I love your 'Change Notes" - really gave me a feel of the improvements made to the mod and the level of care and great effort you make to give your mod TLC. Thanks! Subscribed.