Stellaris

Stellaris

Smarter Hyper Relays: Improved AI (shrimpAI)
208 条留言
Oatmeal Problem  [作者] 11 月 30 日 下午 1:39 
@Wairui you're welcome :) yep, assuming no major changes to that mod's implementation, my advice should still be applicable
Wairui 11 月 30 日 下午 1:30 
p.s. another thank you for keeping subscribers informed in the 'Change Notes'. :-)
Wairui 11 月 30 日 下午 1:29 
Author:
Wow, thank you for your creation. You've clearly applied a tremendous amount of game experience and effort into this mod. I'll will use it along with AI Game Performance Optimisation 4.2 . I assume from your 18 Jun advice still holds with the two mods?
Oatmeal Problem  [作者] 11 月 30 日 上午 9:34 
Updated for Stellaris 4.2 (just a version bump)
你好 9 月 30 日 上午 2:50 
Thank you for maintaining this mod
Red2401 9 月 11 日 下午 9:00 
Very nice
dew22797 7 月 10 日 上午 7:53 
GOAT
Oatmeal Problem  [作者] 6 月 18 日 下午 1:26 
@Duke Fontaine yes, they should work fine together, if you turn that mod's relay option off
If you leave it on, the AI won't build relays normally, but they'll still get this mods once-per-year construction-ship-less build
ohbuddyheck 6 月 18 日 上午 11:35 
Would this mod conflict with the "AI Game Performance Optimization 4.0" mod, assuming the related hyper relay option is turned off?
GE0 6 月 17 日 下午 9:27 
Appreciate the quick reply, thanks for this!
Oatmeal Problem  [作者] 6 月 17 日 下午 9:09 
there's a minor AI conflict but nothing gamebreaking. I'll fix that, but they should be safe to use together in the meantime, just not optimal AI (but still better than vanilla)
GE0 6 月 17 日 下午 8:59 
It sounds like tis mod might conflict with Shrouded Regions , but I may be mistaken as that mod generates hyper relay networks during map generation.
Oatmeal Problem  [作者] 5 月 22 日 下午 5:09 
@danst31 I don't think so, but that's a good idea!

@wairui glad you fixed it! I'll look into that mod but not sure why that'd happen. I only overwrite the hyper relay megastructure
danst31 5 月 21 日 下午 10:15 
Is the mega shipyard also a priority destination for the AI?
Wairui 5 月 21 日 下午 7:44 
CTD fixed.
Upon double-checking my mods, there is one mod called "Bypass Adjustments" It changes behaviours of wormholes, gateways, and L-gates. On a whim, I switched the two in the load order (Smarter Hyper Relays came after the above) and Stellaris loaded fine. Since the Bypass Adjustments mod appears not to do anything with Hyper-relays... would the other types of movement short-cuts interact with hyper-relays?
Wairui 5 月 21 日 下午 6:42 
This mod caused Stellaris to CTD upon loading. Stellaris is updated to May 21st. AFAIK, no other mod touches on hyperlane code. I have no "Total Conversion" mods.
Oatmeal Problem  [作者] 5 月 18 日 下午 3:29 
@Rin Palora you can always remove them with a console command. See my comment on April 22, 2023
Rin Palora 5 月 18 日 下午 1:03 
Yup the moment I saw that the AI had Hyper Relays I instantly remembered the mod existed, hopefully the galactic highway isn't already ruined in the save ^^.

Thanks for all the updates.
Oatmeal Problem  [作者] 5 月 9 日 下午 9:35 
Btw, the 4.0 vanilla AI has gotten worse at building hyper relays. They used to use trade routes to help them decide where to build (they could make something kinda sensible by building relays along routes), but now trade routes are gone... making this mod all the more relevant.
Martok 5 月 5 日 下午 3:29 
Okay, thanks.
Oatmeal Problem  [作者] 5 月 5 日 下午 3:05 
@martok I haven't tested, but I think there would be some bugs with hyper relay build cost
You can grab the previous version on github here: https://github.com/oatmealproblem/michael-makes-stellaris-mods/tree/1796e8522edb0075a57aae0fca49042049b7c79e
Click the green "Code" button then "Download ZIP" (and google how to manually install Stellaris mods)
Martok 5 月 5 日 下午 2:42 
Is this backwards-compatible with v3.14 at all?
Oatmeal Problem  [作者] 5 月 5 日 上午 11:21 
Updated for Stellaris 4.0
Oatmeal Problem  [作者] 3 月 28 日 上午 9:39 
@2212569189 能用
TMDTNT 3 月 28 日 上午 5:27 
现在能用吗
Oatmeal Problem  [作者] 1 月 7 日 上午 9:36 
I always appreciate bug reports :) thanks
Glad to hear your save is working
youtubitz 1 月 7 日 上午 12:59 
Didn't think it would be Super useful info but figured it probably wouldn't hurt
and it did not crash after restarting the game anyway
Oatmeal Problem  [作者] 1 月 6 日 下午 7:55 
@youtubitz I appreciate the bug report! but 2 pieces of bad news for you:

1. That line that generated the error is actually vanilla code. (Due to how overwriting works, it appears in my file.) I'll try to investigate a bit and pass on a bug report to the devs.

2. 99+% of the time, the error log is unrelated to the cause of the crash. The error log generally only shows errors that the game "recovered" from. To diagnose a crash, you need a save just before the crash, then try disabling mods (or parts of mods) until you find the one that's causing the crash. However, sometimes disabling a mod can cause a different crash, so that's not always feasible.
youtubitz 1 月 5 日 下午 6:59 
i can give more of the log that was just to top bit
youtubitz 1 月 5 日 下午 6:56 
If i read the Crash log Right i think a Hyper relay (or relays) have caused a Crash, the log name dropped this mod

[18:09:29][effect.cpp:691]: Script Error, attempted to execute an effect on an unsupported scope!
Event: shrimpai.1
Location: file: common/megastructures/zzz_shrimpai_hyper_relay_overwrite.txt line: 146
Effect Type: fleet_event
Scope:type=megastructure
id=50332162
opener_id=4294967295
random={ 0 3117934732 }
random_allowed=yes
root=
{
[D]Mit. 2024 年 11 月 27 日 下午 3:38 
awesome thanks!
Oatmeal Problem  [作者] 2024 年 11 月 27 日 上午 8:15 
Yep
[D]Mit. 2024 年 11 月 27 日 上午 7:46 
Hey is this fine for 3.14?
Skylingale 2024 年 10 月 15 日 上午 9:06 
Hey thanks for the quick reply and for the mod itself Michael!
Oatmeal Problem  [作者] 2024 年 10 月 15 日 上午 6:58 
@Skylingale this should still work just fine. I've been busy with work/social obligations. At this point, I'll probably wait until 3.14 to update (but that's just bumping the version number, and a small change to a tooltip)
Skylingale 2024 年 10 月 14 日 下午 5:36 
Anyone try this banger with 3.13 yet? Does it still work?
Oatmeal Problem  [作者] 2024 年 7 月 28 日 上午 11:20 
@Null thanks! Like you want the numbers showing up on the galaxy map? I don't think that's possible
Graceless 2024 年 7 月 28 日 上午 8:07 
Great mod by the way
Graceless 2024 年 7 月 28 日 上午 8:07 
Anybody know of any mods where I can number parts of my hyper relay networks as though they were roads? I yearn to create an interstellar highway
Oatmeal Problem  [作者] 2024 年 7 月 5 日 下午 6:32 
@17blue17 been busy with a new job. It's now updated. Also added the ability the dismantle hyper relays, which was added in one of the 3.12 patches, but missing in my overwrite
17blue17 2024 年 6 月 19 日 下午 2:06 
Paradox changed the format for supported version to add a v so supported_version="v3.12.*" for the 3.12.5 patch. Please update. Thanks!
Oatmeal Problem  [作者] 2024 年 5 月 17 日 上午 11:52 
@zeiaxar and others
shrimpAI now supports total conversion mods via a separate mod: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3241944359
Legacy of the Old Republic is supported now, and Star Wars: New Dawn will be supported with its next release
Oatmeal Problem  [作者] 2024 年 5 月 10 日 下午 6:25 
@Teridax ah, ok. Should be possible... I haven't touched the core logic of this mod for a long time; I'll look into it
Teridax 2024 年 5 月 10 日 上午 6:50 
I know that. What I mean is both members try to connect to each other independently, build up to the border and meet there. Would that be possible?
Oatmeal Problem  [作者] 2024 年 5 月 9 日 上午 7:02 
@Teridax you can't build hyper relays in federation members, only subjects.
Are you using a mod that allows that?
Teridax 2024 年 5 月 9 日 上午 1:25 
Could you include Federation members in the logic?
Connecting capitals is important. Isolated sectors less so, but would be a nice bonus.
Oatmeal Problem  [作者] 2024 年 5 月 7 日 下午 8:28 
Alongside the 3.12 update, I made some major changes under the hood to prepare support for total conversion mods. I recommend unsubscribing and resubscribing.

Despite said changes, this should continue to be compatible for earlier versions and in-progress games (though you might notice the AI stops building relays for about 1 year).
DrStrangelove05 2024 年 4 月 21 日 上午 12:40 
Awesome, will definitely try this out then!
Oatmeal Problem  [作者] 2024 年 4 月 20 日 上午 7:17 
@DrStrangelove05 yep
DrStrangelove05 2024 年 4 月 20 日 上午 2:48 
Would this be compatible with Startech AI?