Stellaris
Large AI Fleet Size - Extreme Edition
31 comentarios
Figaround 28 FEB 2024 a las 10:32 
Please, update! :cozykcdknight:
Figaround 2 ENE 2024 a las 12:22 
Please, update! :gregory:
Figaround 2 OCT 2023 a las 16:11 
Also, from your description "-Not compatible with any other mod that edits 00_alloys_budget
(I'll try to make a change for this later on)."
It would be great if you could make this compatible.
Figaround 2 OCT 2023 a las 16:07 
Please update. The old question still stands.
Figaround 4 ABR 2023 a las 17:41 
Your mod has a file called laifsextreme_static_modifier.txt
It has lines in it:

country_base_energy_produces_add = 500
country_base_alloys_produces_add = 500
country_base_volatile_motes_produces_add = 35
country_base_exotic_gases_produces_add = 35
country_base_rare_crystals_produces_add = 35
country_naval_cap_add = 1500


This doesn't seem to work for the AI. Can you check it? I looked at other files, nowhere does it mention what this piece of code is called — "Alloys_for_Ships_Extreme". :gregory:
Shy Guy 3 ABR 2023 a las 20:27 
I know this gets asked a lot, but does this need updating to the new version or it does it still work?
dman09082000 11 FEB 2023 a las 12:25 
Updated
VI6 D DARK KING 8 DIC 2022 a las 6:34 
Would It Be possible to create a completely over the top version of this mod where the AI gets 5000+ Alloys per month?
This is mostly for those that play with insane mods like Gigastructural Engineering once I get to the late game even with this mod the AIs just can't keep up.
Eldacar IV 8 DIC 2022 a las 4:54 
any news on the update?
Red-Eyed_Gelynome  [autor] 11 OCT 2022 a las 5:41 
Will try to update it this week. Just busy on job. For now, dont use it, this mod is plug and play, you can safely readd and remove it midgame.
The Wriggler 11 OCT 2022 a las 5:36 
Would have to agree with Oneklik. Right now though using it causes the AI to not build anything for whatever reason.
0neklik 10 OCT 2022 a las 11:18 
hi, don't want to impose. but would it be possible to update the mod? we've been using it pretty much in every game and without it the ai simply can't keep up with us xD thx again
Red-Eyed_Gelynome  [autor] 17 JUL 2022 a las 6:06 
@OneKlik: Yes, but it'll take a really long time before you see the effects on the AI.

(Or you could declare war on them and destroy their fieets, that should make them rebuild it but instead, wont be forced like this extreme)
0neklik 16 JUL 2022 a las 16:34 
can you switch out the normal version for this one in an ongoing campaign?
0neklik 10 JUN 2022 a las 4:26 
Nice, thank you. Great mods btw
Red-Eyed_Gelynome  [autor] 6 JUN 2022 a las 19:27 
Oneklik: it'll be uldated too, im just finalizing some stuff on the drone carrier stand alone ship as i tend to forget what things i modified to it first, but yeah, it'll be updated just like the rest of my mod.
0neklik 6 JUN 2022 a las 7:15 
why hasn't the standard version been updated? it would be cool the use the mod because this version (extreme version) seems a bit too much. sadly at the moment i can only use this one and not the standard one
Red-Eyed_Gelynome  [autor] 10 SEP 2021 a las 18:39 
Fair warning for everyone: If you use Infinite Stellaris Framework, Turn off "Enemy Adaptation" settings on the "Battle Settings (two swords on the far left f the panel), all of it. Or else, it will bug the AI and at some point, they will just stop building ship.
BarbarianJoe21 16 ABR 2021 a las 17:59 
Does this still work with 3.0?
Red-Eyed_Gelynome  [autor] 12 MAY 2020 a las 14:08 
Updated. added new codes from vanilla files.
Red-Eyed_Gelynome  [autor] 4 MAY 2020 a las 0:19 
[DC_INSOMNIAC] Yejii: yes, it's a plug and play mod. Removing it on existing save also works. just give it a few months/year and the ai will disband their excess ships.
Jason Helldiver 3 MAY 2020 a las 23:39 
does this work with existing saves?
Red-Eyed_Gelynome  [autor] 21 MAR 2020 a las 15:43 
If the Fallen empire and Crisis is always ransacked by this mod, Kindly use this:
More Crisis and FE ships

Or any other mod that buffs those.
Crazy Old Texan 17 MAR 2020 a las 12:07 
Thank you!
Red-Eyed_Gelynome  [autor] 2 NOV 2019 a las 1:55 
Updated.
Crazy Old Texan 25 AGO 2019 a las 12:45 
Love this mod! Imagine 120 cruisers bum rushing your massive carrier fleets. Thanks for making this.
Zenith 19 AGO 2019 a las 5:52 
My with my ultra op empire:
Finally, a worthy opponent. Our battle will be legendary!
Crazy Old Texan 28 JUN 2019 a las 12:58 
Man, thanks for this!
Red-Eyed_Gelynome  [autor] 14 JUN 2019 a las 9:49 
Should be compatible with 2.3.2 beta.
Red-Eyed_Gelynome  [autor] 14 JUN 2019 a las 5:51 
DrBLOOD: Right now, Im not sure if I should create a small mod like from my Civ 6 mod, Player Start Gold boost, for stellaris, I might name it Player Start boost that last until midgame, after mid game, it'll be remove. Who knows, or I might just as well moved the forced build ship starting on year 50 instead of 15 but it might break the fun LOL

ohh btw, I do forgot to add it here, should be save game compatible, if removed from the current save game, the AI will lose the bonus Alloys as well as the extra 500 naval cap and should force them to sell some ships if they're overcap. Then on the 00_alloys_budget, it should just revert back to vanilla after a few days or so.

adding it back on a save game should do the opposite of the above and give them back all what's lose, this should help you guys out. :))
DrBLOOD95 13 JUN 2019 a las 0:44 
Damn it you mod is no joke, when I used to play with tons of mod, most of the time the AI would just fail behind me because they weren't building ships at all, making them pathetic, but now I am the one forced to build tons of ships and above the naval limit otherwise I am doomed. I have also to admit that I use some mods reducing ship costs and increasing alloys production, otherwise it's just impossible to beat them early game.