Stellaris

Stellaris

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Dynamic Difficulty - Ultimate Customization
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5.911 MB
2018 年 12 月 13 日 下午 11:06
8 月 8 日 下午 9:13
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Dynamic Difficulty - Ultimate Customization

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Ever had the problem that early game was way to hard and either you die early, or the game becomes boring very soon afterwards? Or do you think the game is too hard/easy in general and the player would deserve some bonuses/penalties? Or do you want stronger Fallen Empires. Or you want to reduce resource overflow in late game? The crisis or Great Khan is a lackluster or ruining your game? Or, or, or...

Then this mod is for you!

REMARK REGARDING NEW LAUNCHER
Updated to 2.5.*. This mod DOES STILL work with 2.4.*,2.3.* and 2.2.* (just ignore the warning). It also now has the right loading order with regard to the "More Modifier" Addon automatically, both with old and new launcher.

Extensions
More Modifier Extension/Standalone is now released. If you think that some modifier is missing in the difficulty setting, try this mod and I'm pretty sure you'll find it there. It's a bit simpler and without scaling for performance reasons (it really has a lot of modifiers)

Hemothep's Dynamic Difficulty for 2.3 can be used on top of this mod (and the More Modifier extension). It automatically applies bonuses to the AI if the player grows too strong. These bonuses are in addition to any other difficulty buffs that are otherwise applied, whether from my mod(s) or vanilla.

Dynamic Difficulty Ultimate Customization:SOFE Addon by 惡芽のINFINI7E: Compatibility with Ancient Caches of Technologies: Sins of the Fallen Empires

Features
1. Choosing any of the Vanilla pre-defined difficulties in mid-game. Mod can even be installed mid-game.
2. "Scaling" difficulty can be combined with other predefined difficulties (added on top).
3. Is fully customizeable. You can change 10 different types of bonuses in 7 empire categories (AI, Player, FE+AE, Leviathans, Crisis, Marauders, Other) to a precision of 1% (10% for player) and in a huge range: -127% to + 1023% for AI, -100% to 200% for player and -75% to 5115% for crisis.
4. Allows locking of the customized difficulty for MP (Troll prevention) or other reasons. Unlock via sub-mod.
5. Moved "Diplomatic Influence Upkeep reduction" from a bonus every AI gets to scale with difficulty and be customizeable.
6. NEW (as requested by "Krakanu" on reddit): Can now set a difficulty randomness in the options of the mod: At the start of the game (or after one day in a running game) each AI empire rolls a dice. Depending on that roll, its bonuses are decreased up to the maximum given in the options. Bonuses/Maluses can even invert if more than 100% maximum randomness is chosen. If used, I advice to increase the base difficulty a bit, since this will reduce it in total (but might create a monster than devours weaker AI neighbors).

Scaling
In contrast to vanilla, scaling is independent of the difficulty you select. If you select a difficulty, that one is always instantly applied. Scaling gives a yearly increase on top. You can fine tune it in the customization. By default, there is a 1% step every four years.

IMPORTANT
- Main menu can be opened via Mod Menu.
- Alternatively, the menu is started via a Country Edict.

Performance
If you should have problems with lags at the start of each year, you can activate a delay mode in the options that let's the country updates of modifiers have a random delay, spreading the computations over half a Stellaris year.

Compatibility
- Can be added into a running game. You need to wait 1 day in this case before being able to open the menu.
- Can be uninstalled during a game (resetting to difficulty set when starting the game). Simply removing the mod will leave over "?" modifiers (who won't do anything), but there is an "uninstall" option in the Menu. Should you afterwards want to install the mod again in the same save-game, this will only work via console: "event custom_difficulty.20".
- Should have very few conflicts with other mods (yes, compatible with Glavius and Starnet. Also no problem with multi-crisis mods). Only overwrites vanilla difficulty settings. If a mod adds new country types (like a new crisis) they would fall in the "Other" category. New races and predefined empires will always be "AI" without a problem (checking for "default" country).
- Created for Stellaris 2.2.* and 2.3.*. There is a separate legacy mod for 2.1.* (works mostly with 2.0.1 as well)
- (Obviously) Not Achievement compatible.

Localization
- "pt","en","fr", "de","pl","ru", "es" language files given but all mostly English. Most modifier and difficulty names are links to the Vanilla localization.

Options
- Choose between simple and custom (default) mode. Simple mode only changes modifiers in three categories. Thus much less modifiers are needed which improves the performance even more. Switching between the two works without losing any previously done settings. Switching to simple will use the value of the first bonus (Minerals, Research, Weapon damage) as group bonus. When changing the group, values for all entries are still changed while in simple mod.
- Player Vassal Bonuses: Choose between giving them the same bonus as the player (default) or the AI bonuses.
- Delay Mode: Changed Modifier changes are either applied whenever closing the menu and at the start of each year (default) or 1-181 afterwards.


Pictures:
Sci-fi stuff[eyeseeblack.deviantart.com] by EyeSeeBlack[eyeseeblack.deviantart.com]
Sci Fi Matte Painting 091917[rich35211.deviantart.com] by rich35211[rich35211.deviantart.com]

If you like this mod, please rate and favorite.


[discord.gg]
Feel free to contact me in my channel "grataks_mods" or send me a private message once you enter the server.
热门讨论 查看全部(2)
11
2021 年 11 月 2 日 上午 5:25
Not sure if the crisis difficulty settings are applying correctly
Question
917 条留言
Gratak  [作者] 6 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.