Stellaris

Stellaris

Dynamic AI Scaling 4.0.*
22 条留言
AWCY 9 月 26 日 上午 4:03 
@[BL]StarNerpo either Expensive Ships by Alexus or Sparse Craft by Arcontinnio
[BL]StarNerpo 9 月 6 日 上午 8:20 
Could you recommend a ship number reducer mod? Thanks ♥
Argon 8 月 11 日 下午 9:06 
Postives: AI is actually competent
Negatives: AI is actually competent and builds way too many ships, lagging the game to hell.
I would recommend downloading a ship number reducer or playing on a small galaxy if you do use this mod.
Argon 7 月 24 日 下午 4:38 
@GEORGEBUILDER I would assume so, it acts dynamically
GEORGEBUILDER 7 月 19 日 下午 1:59 
sorry i cant read
GEORGEBUILDER 7 月 19 日 下午 1:58 
can this be added mid game?
WolvesofZiu 7 月 3 日 下午 3:20 
In my games the ai usually leaves around half of their ships components slots empty. They have the economy and tech they just refuse to build any good ships. Would this mod fix that?
Hawkatana 7 月 2 日 上午 10:29 
Would it kill people in the comments to learn how to read?
[F.I.S.T] diva.Y.J 7 月 1 日 下午 5:58 
I have been trying to get the AI more in line with their personalities.

Mostly to have more wars, especially in the early game, so that for example a few of the AI empires are eliminated, even before you get to the midgame, which then could lead to finding a few pops left over if they were just enslaved or something.. this could also lead to stories where they rise up against their oppressors.

Unfortunately, as soon I added any mods (ASB for example) the AI has too much to consider it seems, at is catious af again, no matter what level the aggression is put to. Also, it isn't spending any of it's ressources (haven't tested your mod yet, so let's see if it improves that).

I'll try to see what I can find out from my playtests, while using your mod in combination with my own. But from what you wrote, it sounds promising.
Dr. Sinclair 6 月 29 日 上午 6:22 
@Avan
This was explained a few comments below.
Avan 6 月 29 日 上午 6:07 
I also wonder if it will work on a ongoing save game
Dr. Sinclair 6 月 29 日 上午 5:42 
Thank you for actually making it dynamic, and not just permanent bonuses no matter what the player is doing
This is just what we needed until the AI's brain damage is atleast somewhat corrected.
It is truly in a ridiculous state after 4.0
Dog is friend 6 月 29 日 上午 4:09 
Is it compatible with other mods (for example, gigastructures)? Would it work in an already started save game?
Aix  [作者] 6 月 26 日 上午 11:32 
Planet blueprints aren't a thing really and would be very annoying to keep updated.
Aix  [作者] 6 月 26 日 上午 11:32 
It's not going to work except on a new game, I might change how it applies so it works for newly spawned empires I guess.
Remulus 6 月 25 日 上午 11:57 
save-game compatible?
tiago_gomestrf 6 月 24 日 上午 10:07 
what about giving "planet blueprints" so at least the ai would be better at managing planets, although it would reduce in flexibilty it would be a simple way to make ai better.
MadeOfPlastic 6 月 24 日 上午 9:16 
Thank you! I just needed this to make AI actually a challenge.
aiharisov 6 月 23 日 上午 2:08 
i think you should start from ship designs and fleet composition, this could dramatically increase AI power
Aix  [作者] 6 月 22 日 下午 8:55 
Yeah, it'd make the AI stronger by a lot, especially when it comes to the later half of the game. If you're playing casually, I'd say it should keep up with you.
MadeOfPlastic 6 月 22 日 下午 6:44 
Sorry I'm kinda dumb, on simple terms, this would make the AI harder/more challenging?
Aix  [作者] 6 月 22 日 上午 11:00 
You can see what bonuses the AI gets if you go into observer mode. There's a situation called "AI Babysitter" although it probably should be called "AI Sugar Daddy" at this point.