Stellaris

Stellaris

Dynamic Difficulty - Ultimate Customization
918 条留言
07Gasimli 7 小时以前 
What does NPCs in the diffuculty menu stands for?
Gratak  [作者] 16 小时以前 
Possibly stupid question, but does any of you know what is actually broken in Hemothep's mod? Other than some outdated modifiers? I haven't played the game in years, so I don't have a save to actually test it on, but it does seem to work fine and not throw error in a new game (where it of course doesn't increase the difficulty yet).
Gratak  [作者] 10 月 23 日 下午 9:42 
Can't do that without major changes. Since scaling is only for standard empires in my mod. Masochists can still increase the other empires strength manually.
MightNight 10 月 23 日 下午 12:27 
Yeah that would be great. I would suggest also adding an option to have it enable for non-standard empires just to satisfy the masochists
Dustreaper 10 月 22 日 下午 2:49 
Then i cannot wait sounds awesome.
Gratak  [作者] 10 月 22 日 下午 1:30 
Absolutely. Hemotheps would be fully optional and I wouldn't enable it by default. Way too many subscribers here for such a major change without action by the user.
Dustreaper 10 月 22 日 下午 1:07 
Doesn't sound to have any downsides. Would it be possible to disable hemotheps to use normal scaling? I don't see a reason not to but more options to have is always great.
Gratak  [作者] 10 月 22 日 上午 11:04 
Correct. It would change to +5 (or even higher. Will need to test this) as soon as you satisfy Hemotheps "increase difficulty" requirement for multiple checks
Dustreaper 10 月 22 日 上午 10:09 
How would that compare to the scaling now? I set some to +1 per year and that is not enough in my current game a 100 years later. That inclusion I.e would super charge that to +5?. I think it would be great.

Yea i would't want it for fallen empires and with giga i already change that. Marauders/khan are kind of a pushover but really depends when they trigger. If late i would want them buffed.
Gratak  [作者] 10 月 22 日 上午 9:01 
Would like some feedback from you regarding the inclusion.

Trying to fully include it into my system so my idea would be to use the triggers from Hemothep and use them to automatically control the scaling from my mod. I.e. adding a factor from -5 to 5 or so to the scaling according to how far ahead/behind the strongest AI you are. This would also allow you to configure the automatic changes by removing or adding modifiers to the scaling, e.g. adding ship strength for a more direct effect.

I would completely remove the dynamic non-default empire scaling that Hemothep had in his mod. Seems to me (and also read this a lot in his comments), that this can lead to insanely strong awakened empires or other special countries.

What do you think?
Gratak  [作者] 10 月 20 日 下午 10:17 
Yeah, adding it to this mod is the plan. He actually asked me when he stopped development but back then his mod was still perfectly working.
Dustreaper 10 月 20 日 上午 10:07 
I would +1 that also used it in the past.
MightNight 10 月 20 日 上午 6:32 
Hell yeah! That would be awesome man! You could straight up add that as an option to this mod since he is letting people take over it as they please
Gratak  [作者] 10 月 19 日 下午 10:30 
Ah. So it did completely break by now. I will see what I can do but it might take a while until a find the time.
MightNight 10 月 19 日 下午 4:47 
Wish you could pick up the mantle of Hemothep's Dynamic Difficulty...he stopped support for it and I loved the Fire and Forget approach
Gratak  [作者] 9 月 25 日 上午 5:02 
I'm not seeing any issues. As always, please report anything you find.
G-Lew 9 月 24 日 下午 7:15 
Is this still compatible with 4.1?
Ramos.C 9 月 22 日 下午 11:46 
alright thank you
Gratak  [作者] 9 月 22 日 下午 10:24 
No. Unfortunately not. You'd need to edit a save game to do that.
Ramos.C 9 月 22 日 上午 9:08 
Hi, is it possible to select one AI empire to have bonuses instead of random dice roll? I want MSI to be the strongest AI empire to fight. Thank you
Gratak  [作者] 9 月 14 日 下午 12:10 
Well he should immediately see a change in the description of the event. The modifiers themselves are only applied when the event chain menu is fully closed.
Ghost Fox (ΘΔ) 9 月 14 日 上午 4:50 
If the changes need time to happen, are they being given that time?
Gratak  [作者] 9 月 14 日 上午 1:20 
In that case I'm a bit at a loss what could be wrong for you. Certainly can't reproduce this.

Please check that the mod is correctly installed.

You could also send me some screenshots before and after clicking (possibly via discord, see link to stellaris modding den above, I'm on that server as Gratak-) to give me some details what exactly is happening.
somedddff 9 月 14 日 上午 1:02 
it happens on both, yeah
Gratak  [作者] 9 月 13 日 下午 10:56 
Does this happen in a specific save game or also if you start a new game?
somedddff 9 月 13 日 下午 10:06 
the bonuses wont apply. anytime i press the "increase bonus by __ steps" nothing happens
Gratak  [作者] 9 月 11 日 下午 11:58 
Hmm. It is working fine for me.

I'm referencing the modifier names from vanilla and since some of them are referenced in all capital letters and some are in all non-capital letters I write both of them into my code. But since usually only one of them should exist that normally means that only that one is displayed.
Sarus 9 月 11 日 上午 10:08 
From this 1 or its the addon one, under More Modifiers>Empire Size and Edict
"Tradition Cost From Empire SizeTradition Cost from Empire Size" its name is pasted twice? :lunar2020thinkingtiger:
Gratak  [作者] 9 月 2 日 上午 3:14 
Thanks. These modifiers should all be in the extension mod https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1613880809
Duchess UwU 9 月 2 日 上午 12:55 
Great mod, absolutely love it.

Is is possible to add settings for things such as pop growth & assembly, research speed & researcher output, to me those seems like the only missing settings.
Gratak  [作者] 8 月 23 日 下午 9:44 
Negative scaling is already possible. But I will not add scaling for the player.

The way I do it with AI spams the modifier list as I split the modifiers into powers of two to exponentially reduce the number of modifiers I need. So adding scaling to the player (which is a very niche application) would mean that for all people I'd either have to spam the list or have insane amount of different modifiers defined.
SP-Calamitas 8 月 23 日 上午 10:47 
would it be possible to add a reverse scaling functionality to player bonuses? so every 4 years the bonuses go down? maybe a mid-game/late-game auto setting too, so that the player's bonuses go down whilst the AI bonuses go up?
Gratak  [作者] 8 月 16 日 上午 10:52 
There is very little that should overwrite anything of my mods as all my variables and files have my mod name in them and won't be overwritten by other mods unless someones does it on purpose. Pretty much the only thing that could be overwritten by accident is if some mod changes the vanilla modifiers in a way that takes precedence over my removal of them.

That wouldn't be fixed by changing the mod order. In that case the stuff that is set by whatever other mod would do that would be applied in addition to my mods bonuses. As such you should start with double civilian bonuses though.

Other than that, I have no idea what could be happening in your case. I cannot reproduce any issues you are describing. If I switch between Civilian and Grand Admiral all bonuses are correctly removed/applied.
Dustreaper 8 月 16 日 上午 6:12 
They stay umm if i put the mod at the bottom of my mod list nothing should overwrite it right? The ai difficulty keeps going away set it to grand admiral and sometimes it will just be blank so i think that is ensign?
Gratak  [作者] 8 月 15 日 下午 10:38 
Do they actually stay for longer? It may take a month for them to disappear. Also in theory, the mod allows for both bonuses for AI and player at the same time. You can get a detailed look of what is currently active in the difficulty customization.

I cannot test myself this weekend. Please give me some feedback if you still feel something is not working as intended.
Dustreaper 8 月 15 日 上午 8:35 
So uhh i need to understand something. I have started playing on civilian should probably do ensign for no bonus. Then 20 years in set it to grand admiral i cannot survive early game.. But now i set it to that and still see difficulty modifiers on resource/stability etc. Which should be from civilian right? Stability bonus is 18.6
Gratak  [作者] 8 月 8 日 下午 9:15 
You are right. Thanks a lot for the careful testing of this.

It seems some patch inverted the order in which static modifiers are overwritten and thus the game was now overwriting my empty vanilla difficulty rather than the intended other way round.

Just uploaded a new mod version that now doubly overwrites from my side in both direction so it should work with any Stellaris version.
Brickster22 8 月 8 日 下午 1:56 
When I use observe to view the AI it shows that on the tooltip, and the job numbers correspond with 200% job efficiency, so it's not just visual. I'm on the 4.22 beta fyi
Gratak  [作者] 8 月 8 日 上午 3:57 
Why do you thing they still have the vanilla +100%. That should be overwritten by the mod.
Brickster22 8 月 8 日 上午 12:23 
AI seem to get double the job efficiency bonus they should? Like on GA they will have the normal +100% job efficiency bonus, and then the mod's +64% +32% +4% adding to an additional 100%
Gratak  [作者] 7 月 1 日 上午 9:03 
1 is the highest increase (1 every year). As this is already four times the highest possible vanilla scaling, I decided that should be enough (especially considering that you'll very likely already start with a higher base difficulty).
holden 7 月 1 日 上午 9:00 
Ok I am so confused because the modifiers that increase are worded so weirdly, would setting it to 1 be the highest increase or would setting it higher make it scale more every single year.
Gratak  [作者] 6 月 25 日 上午 3:08 
Thanks
Aphyxia 6 月 25 日 上午 2:23 
Very cool, thanks. I'll keep my eyes open for anyone too weak.
Gratak  [作者] 6 月 25 日 上午 1:01 
Both issues should now be fixed.

The reduced difficulty modifier affects grave_guardian, formless_event_aberrant_country, gate_builders. If any was incorrectly reduced, please tell me as I do have not played the game beyond testing for years and will not notice!

The difficulty event window is now split into two parts and should fit the screen (at least until they add even more modifiers).
Gratak  [作者] 6 月 24 日 下午 12:45 
Thanks. Very weird that they have this factor 10 in their files... Uninstalling without removing the mod would just disable all modifiers, both from mod and from vanilla. But if they stayed like this when you disabled the mod then for some reason that factor is not applied in vanilla... Will see how I can fix this. I read this by script and I wonder now if there are others where that number is simply wrong in the game files...
Aphyxia 6 月 24 日 上午 11:39 
I didn't have a save but I replicated the situation. There were 10 ships, about 49k each. Then I tried "uninstalling" the difficulty mod via options and sure enough, they dropped to 4,9k each. 10 times less. That is about the fleet power I'd expect them to be. Same thing happened when I removed the mod.
Gratak  [作者] 6 月 24 日 上午 10:28 
They are defined as "scaled_difficulty_bonuses = 10.0 # scales to setting" in vanilla. I just take that number for my mod as well. I do not think it would be different without my mod. Except of course that "Grand admiral+scaling" in my mod means a higher difficulty than possible in the game. But that should be only slightly higher than vanilla strength. Can you test loading that save without my mod and checking how strong they are then?

I am aware of the issues with event size since the last update where they added quite a few modifiers. Still trying to figure out how to fix this in a good way. I wish they added an optional scrollbar in the events....
Aphyxia 6 月 24 日 上午 10:18 
I opened the Lone Object astral rift in 2260 and failed. As a result I got about 400k fleet power worth of rocks devastating my empire. This is with the default Grand Admiral difficulty + scaling. Looking at Stellaris code the rocks are defined as a grave_guardian country which, looking at the code of Dynamic Difficulty, seem to receive a 10 times scaling modifier. Can this be the cause and is there a reason for it being that high?

Also, the AI Bonuses window is too tall to fit inside my 1440p monitor screen with 1.0x UI scaling.
Gratak  [作者] 6 月 24 日 上午 7:00 
Hmm. I cannot reproduce any empire wide negative modifier. I can reproduce that if you reduce "all" in the player category I get a warning that those resources overflow since the storage capacity is exceeding.

If that is what you were doing, I strongly recommend not to do that. By now there are so many modifiers in the vanilla difficulty that the "change all" has a bit lost its purpose and I might remove it in the future. And you should certainly not reduce all on the player as that will give you quite a few nasty things. Either increase the bonuses for AI, reduce category wise or even modifier specific.