Stellaris

Stellaris

More AI Personalities
1,321 Comments
alankraskow 23 hours ago 
I started experiencing huge lag, did script profiler and tracked it down to this mod being one of the ones causing delays:

{
"operation": "opinion_modifier.opinion_from_personality.opinion",
"root_pct": 1,
"parent_pct": 1,
"other_pct": 0.1629,
"total_time": 787.804,
"hits": 7253,
"average": 0.1086176754446436
}

This whole operation took almost a minute.

I have no clue what does that even mean, but I thought I share it as it was almost on the top of the list.
cybrxkhan  [author] Nov 29 @ 12:09pm 
Mod was updated yesterday, though Steam had disabled comments for some reason. Looks like that's fixed now however! Thanks everyone for your patience!
perl Nov 27 @ 7:08am 
Ah I hope that gets fixed. I like the new Infernal room
Ghost Fox (ΘΔ) Nov 26 @ 10:54pm 
It should be mostly fine, but you won't be able to select the new Infernal room (if you have that DLC).
perl Nov 26 @ 9:40pm 
Does this still work on the new update?
Crog De Bog Nov 15 @ 7:30pm 
@cybrxkhan. Well thank you for maintaining it, if you find the energy to correct the document, I would greatly appreciate it.
Annarresti Nov 12 @ 4:25am 
No worries, thanks for responding
cybrxkhan  [author] Nov 11 @ 9:26pm 
@Crog De Bog: The document is unfortunately out of date, it's been a few years since I've updated it since I don't really have much motivation to mod Stellaris these days so I just maintain the mods lol.

@Annarresti There's probably some roundabout ways to jank it but I've never really had the time or motivation to look into how that would be possible, since it's beyond my capabilities/knowledge of Stellaris modding atm
Crog De Bog Nov 11 @ 4:35pm 
@cybrxhan not that I am aware of, otherwise I would
Crog De Bog Nov 11 @ 4:33pm 
After some testing, hedonism does increase it, and egalitarian also SEEMS to, but I can't prove it.
Annarresti Nov 11 @ 5:09am 
Is there a way that one can manually assign personalities (vanilla or from this/another mod) to custom factions, please?
Crog De Bog Nov 10 @ 9:46pm 
Also I love this mod
Crog De Bog Nov 10 @ 9:46pm 
It's not listed in the weight modifiers on your doc. But if that is an intended feature I'll be sure to add it to my *freaky* pre-built empire. Thank you for responding and update me if you can.
cybrxkhan  [author] Nov 10 @ 9:11pm 
@Crog De Bog: I'm out of town right now so I can't check on my main PC, but I thought I already increased the chances if they have that already?
Crog De Bog Nov 9 @ 3:32pm 
Pleasure Seekers, I mean*
Crog De Bog Nov 9 @ 3:26pm 
Could you make it so Depraved breeders chance for showing up is increased significantly by hedonist + Xenophile? If not how could it be done? (asking for a friend ahem)
cybrxkhan  [author] Nov 7 @ 9:00pm 
@perl Not that I'm aware of, at least in terms of viewing it immediately. Maybe you could try switching to a different empire that's in communications with your empire, and letting the game run a bit and seeing what personality it assigns then?
perl Nov 6 @ 8:09pm 
Just wondering, is it possible to view what AI personality would've been assigned to your own player empire?
cybrxkhan  [author] Oct 26 @ 12:36am 
@black mamba: No prob, I've changed the link. Thanks!
black mamba 1337 Oct 25 @ 1:47pm 
hi, i combined all of my translations of mods into one pack, if u could update the link that'd be nice
thank you!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3592958885
malsala23 Oct 24 @ 9:43pm 
Ah, no worries friend.
cybrxkhan  [author] Oct 24 @ 5:16pm 
@malsala23 I don't actually touch the underlying AI, these are really more like flavor for AI empires like how the different vanilla personalities such as Democratic Crusaders and Spiritual Seekers in and of themselves don't significantly affect the AI on a deeper level, and just add variations to the deeper AI behavior. I don't really know what kind of mods out there would help with that kind of AI behavior in-game, sorry.
malsala23 Oct 23 @ 8:45pm 
Does this mod fix the current issues with the ai besides their personalities? If not then is there another ai mod that does?
cybrxkhan  [author] Oct 15 @ 9:47pm 
@OddTomato Good catch with Shared Burdens, seems like that was an oversight on my part. I'll make a note to change that for the next update.

@APx-jeeperz2 Thank you!

@superakk Thanks, I've updated the description to link to the updated translation
APx-jeeperz2 Oct 14 @ 4:35pm 
Never left a comment, going to be my 5th playthrough using this mod, we appreciate it brother!
Not a Tomato Oct 14 @ 5:29am 
Something that confuses me are the Totalitarian Patriots, which in the intended behaviours list says that Shared Burdens increases the chance. But Shared Burdens is incompatible with Police State as it requires Fanatic Egalitarian, and Democratic Authority is listed as an incompatibility. Even if you weirdly reform your government there should be no way to have simultaneously Shared Burens and Police State in your empire. Which means you would need a mod that changes civic requirements, which this mod seems to advice against. An excellent example of doublethink, though I am not sure if it was intended as such.
Not a Tomato Oct 11 @ 3:52pm 
Even after all this time I am surprised at how strange this game is.
cybrxkhan  [author] Oct 11 @ 2:48pm 
@OddTomato As I said, my code can't tell most of those personalities to act genocidal. The one "knob" I can tweak to "allow" them to purge is disabled for almost all personalities I add. Thus, there's literally nothing I can do to directly modify this behavior one way or another. Anything else is likely independent of these personalities and based on other vanilla or mod systems. Other mods do go in depth to tweak how the AI actually works, my stuff is just mostly superficial flavoring.

My personalities are randomized just like vanilla's, and have certain requirements based on ethos, civics, traits, etc. For instance, Plunderers of Knowledge requires Militaristic, Splendid Isolationists requires Xenophobic, etc. They also have various weights based on ethos, civics, traits, etc just like vanilla's personalities. If you see random personalities that makes no sense, like Splendid Isolationists who're Xenophile, that may be a mod conflict or corrupted installation.
Not a Tomato Oct 11 @ 12:33pm 
(Read top down, the second comment is the first part because I went over the character limit.)
Not a Tomato Oct 11 @ 12:32pm 
@cybrxkhan So, I forgot to send my reply yesterday. But that's fine.

AI personalities like: Haughty Supremacists, Proud Nationalists, Plunderers of Knowledge - Have by default set any other species as undesirable. Even if the empire is neither xenophobic nor authoritarian.

AI personaliteis do affect the preferred settings an empire uses, and the settings they start with. (This includes the player.)
Not a Tomato Oct 11 @ 12:31pm 
You could possibly resolve this is to make Xenophobia a requirement in order to obtain these personalities, similar to how Metalheads and Fanatic Purifiers(Without Utopia) in vanilla require xenophobia. Or you could tweak them to not be genocidal. On your 'intended behaviour' list for example you stated that the Proud Nationalists are inspired by the Nords, but the Nords did not seem to purge all other races in ES5 Skyrim, they just essentially give them Residence.

Lastly, I'm a bit confused on why many AIs are randomized, instead of being linked to specific factors like civics and traits. Every time start a new galaxy with the same empire for testing over I get a different AI despite having nothing change about its core properties. If requirements aren't met shouldn't pick a vanilla one? I haven't noticed a single Hegenomic Imperialist during my testing.
cybrxkhan  [author] Oct 9 @ 8:10pm 
@OddTomato I don't touch how those systems work, I don't think it's possible to change that with the specific kinds of code I add since the code I touch mainly has to do with diplomacy, and even then it isn't really the gameplay AI mods which goes much deeper into those kinds of things.
Not a Tomato Oct 9 @ 10:36am 
A consistent issue I have with this mod is that AIs keep genociding any subspsecies they start with and end up crippling their economies.
cybrxkhan  [author] Oct 2 @ 10:32pm 
@A-Sartek Appreciate the heads up, thank you! Will make a note to look into that when I do the next update.
ckinderknecht11 Oct 2 @ 5:26pm 
Not bad, kid.
A-Sartek Oct 2 @ 5:20pm 
Hmm, I got an error.
[trigger_impl.cpp:11705]: has_policy_flag trigger at file: common/opinion_modifiers/01_personality_opinions.txt line: 388 is referencing an inexistent policy flag

This could be fixed by changing line 388:
FROM = { has_policy_flag = interference_full }

--> FROM = { has_policy_flag = interference_aggressive }
Not a big deal but just a heads up :crashthumbsup:
cybrxkhan  [author] Sep 23 @ 5:56pm 
Thankfully in the case of MAP I didn't have to do much for updating this time around (hopefully I didn't miss anything), had to spend a bit more time on updating my other mods this round.
Ghost Fox (ΘΔ) Sep 23 @ 1:25am 
Within the first 24 hours still counts.
daeda Sep 23 @ 12:53am 
wait its not the same day but stilll
daeda Sep 23 @ 12:53am 
updating the same day is crazy ur goated
cybrxkhan  [author] Sep 23 @ 12:05am 
Mod has been updated to the newest patch 4.1. Thanks all for your patience!
Ghost Fox (ΘΔ) Sep 22 @ 11:02pm 
Once again time to update room_textures.
cybrxkhan  [author] Sep 16 @ 6:26pm 
@doubleagentaron Every now and then other modders make compatches, however I don't keep up with them so I don't know if they're up to date or not. Anyone's free to make compatches if they like, of course, I don't mind.
doubleagentaron Sep 16 @ 8:46am 
has there been any attempt to make this compatible with the ethics and civics expansion?
cybrxkhan  [author] Aug 31 @ 9:40pm 
@Tastic I'm sure someone has tried something like that at some point but none that I'm aware of at th emoment.
Tastic Aug 31 @ 6:53am 
is there any mod that disable Vanilla Personality? that would work flawlessly with this mod, I think.
cybrxkhan  [author] Aug 16 @ 12:12pm 
@Martok No idea, but I'll doubt it though given 4.0 was a really big change.
Martok Aug 16 @ 11:37am 
Hey, @cybrxkhan! My apologies, as you've probably been asked this before, but do you have any idea whether this mod will still work with 3.14?
Enemy Post Aug 1 @ 9:33pm 
Actually, don't know what happened, but suddenly they're speaking properly again.