Stellaris

Stellaris

AI Game Performance Optimisation 4.1
RegiZero  [开发者] 2020 年 8 月 5 日 上午 5:58
Bug Reports
Any bugs or incompatibilities can be reported here and they will be addressed as soon as possible :).
最后由 RegiZero 编辑于; 2020 年 8 月 5 日 上午 5:58
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正在显示第 1 - 15 条,共 25 条留言
ALEX 2021 年 1 月 24 日 上午 4:29 
To begin with, for some reason, AI is poorly developed, having many systems has almost no planets, and some problems with the fleet when it has resources and fleet capacity, I think the bonus is too weak in relation to the slowdown in growth, although yes, the number of the population may be affects performance, although in my case not very much to sacrifice the development of AI
ALEX 2021 年 1 月 24 日 上午 4:38 
I'm not that much of a technical side, but it seems to me the problem is more in the logic of AI than, although once I used "00 Performance", in fact the idea was the same there, but it seems to me that it was better implemented ... although because of such limitations of AI also slowed down in development, but there it was not so noticeable, and in this mod I too quickly overtake AI in development, even with the "dynamic difficulty" mod and boosts for AI
RegiZero  [开发者] 2021 年 1 月 24 日 上午 6:23 
引用自 ALEX
To begin with, for some reason, AI is poorly developed, having many systems has almost no planets, and some problems with the fleet when it has resources and fleet capacity, I think the bonus is too weak in relation to the slowdown in growth, although yes, the number of the population may be affects performance, although in my case not very much to sacrifice the development of AI


引用自 ALEX
I'm not that much of a technical side, but it seems to me the problem is more in the logic of AI than, although once I used "00 Performance", in fact the idea was the same there, but it seems to me that it was better implemented ... although because of such limitations of AI also slowed down in development, but there it was not so noticeable, and in this mod I too quickly overtake AI in development, even with the "dynamic difficulty" mod and boosts for AI

@ALEX As I understand it, you think this mod impacts the AI negatively, making it worse and easier to beat. I that case I will try to implement something that impacts its 'difficulty' less at a later stage. I just updated with an option to reduce pop growth based on pop count instead of pop growth, so you can check that out instead (might be better). I have also just added an option to activate some of the 'AI Fixes' on the player as well to make it more balanced and to get further performance which also might help your issue. If you'd like, you could let me know if the pop count does any better but thanks for your input thus far :).
President Memes 2022 年 5 月 20 日 上午 7:32 
I think I've found a bug involving Pop Count Conversion. Specifically, I believe pop_assembly_speed got deprecated in 3.4 and replaced with planet_pop_assembly_mult for Mechanical pops and planet_pop_assembly_organic_mult for Organic pops. (Fantastic mod btw.)
RegiZero  [开发者] 2022 年 5 月 20 日 上午 8:08 
引用自 President Memes
I think I've found a bug involving Pop Count Conversion. Specifically, I believe pop_assembly_speed got deprecated in 3.4 and replaced with planet_pop_assembly_mult for Mechanical pops and planet_pop_assembly_organic_mult for Organic pops. (Fantastic mod btw.)

@President Memes Hmm, I think you're right as I did recently notice it didn't apply to organics so I'll make sure and update it. Thanks!
FirePrince 2022 年 12 月 16 日 下午 1:29 
Drops error
[eventscope.cpp:2097]: is_same_species/is_exact_same_species: Unable to resolve species from 'prevprev' (species scope) at file: common/game_rules/fix_rules.txt line: 11 [21:07:43][eventscope.cpp:2097]: is_subspecies: Unable to resolve species from 'prevprev' (species scope) at file: common/game_rules/fix_rules.txt line: 12
Why not using this:
# Root = country # This = species can_modify_species = { OR = { root = { exists = prev is_ai = yes count_exact_species = { count < 3 limit = { OR = { is_same_species = prevprev is_subspecies = prevprev } } } } NOT = { has_trait = trait_self_modified } is_same_species = root } }
最后由 FirePrince 编辑于; 2022 年 12 月 17 日 上午 8:50
RegiZero  [开发者] 2022 年 12 月 16 日 下午 4:25 
引用自 FirePrince
Drops error
[eventscope.cpp:2097]: is_same_species/is_exact_same_species: Unable to resolve species from 'prevprev' (species scope) at file: common/game_rules/fix_rules.txt line: 11 [21:07:43][eventscope.cpp:2097]: is_subspecies: Unable to resolve species from 'prevprev' (species scope) at file: common/game_rules/fix_rules.txt line: 12
Why not using this:
can_modify_species = { OR = { root = { is_ai = yes count_exact_species = { count < 3 limit = { OR = { is_same_species = root is_subspecies = root } } } } NOT = { has_trait = trait_self_modified } is_same_species = root } }

@FirePrince Hmm, ok. Thanks for the report and suggestion!
FirePrince 2022 年 12 月 17 日 上午 8:50 
引用自 RegiZero
@FirePrince Hmm, ok. Thanks for the report and suggestion!
I admit the error doesn't make much sense, I've changed my suggestion again
RegiZero  [开发者] 2022 年 12 月 17 日 上午 9:07 
引用自 FirePrince
引用自 RegiZero
@FirePrince Hmm, ok. Thanks for the report and suggestion!
I admit the error doesn't make much sense, I've changed my suggestion again

@FirePrince Yea probably not, nothing new XD. I'll be sure to double check it anyway and thanks for the edit :D.
iUkka 2023 年 2 月 11 日 下午 11:53 
@RegiZero
Got a almost same error as @FirePrince
```
[11:49:50][trigger.cpp:465]: invalid scope for trigger. got [planet], expected {country, pop, leader, species, dlc_recommendation}. file: common/traits/01_v_generic_traits.txt line: 340
[11:49:50][trigger.cpp:465]: invalid scope for trigger. got [planet], expected {country}. file: in scripted trigger can_do_advanced_gene_modding at file: common/buildings/14_zz_branch_office_building_diplomacy.txt line: 301 line: 1
[11:49:50][eventscope.cpp:2097]: is_same_species/is_exact_same_species: Unable to resolve species from 'prevprev' (species scope) at file: common/game_rules/fix_rules.txt line: 11
[11:49:50][eventscope.cpp:2097]: is_subspecies: Unable to resolve species from 'prevprev' (species scope) at file: common/game_rules/fix_rules.txt line: 12
```
RegiZero  [开发者] 2023 年 2 月 12 日 上午 3:01 
引用自 iUkka
@RegiZero
Got a almost same error as @FirePrince
```
[11:49:50][trigger.cpp:465]: invalid scope for trigger. got [planet], expected {country, pop, leader, species, dlc_recommendation}. file: common/traits/01_v_generic_traits.txt line: 340
[11:49:50][trigger.cpp:465]: invalid scope for trigger. got [planet], expected {country}. file: in scripted trigger can_do_advanced_gene_modding at file: common/buildings/14_zz_branch_office_building_diplomacy.txt line: 301 line: 1
[11:49:50][eventscope.cpp:2097]: is_same_species/is_exact_same_species: Unable to resolve species from 'prevprev' (species scope) at file: common/game_rules/fix_rules.txt line: 11
[11:49:50][eventscope.cpp:2097]: is_subspecies: Unable to resolve species from 'prevprev' (species scope) at file: common/game_rules/fix_rules.txt line: 12
```


@iUkka Ahh, thought I changed this already, I'll do it today at some point thanks!
Happyperson3796 2023 年 4 月 7 日 下午 5:20 
As of the latest patch, my game has started crashing with this mod enabled.
RegiZero  [开发者] 2023 年 4 月 8 日 上午 7:35 
引用自 Happyperson3796
As of the latest patch, my game has started crashing with this mod enabled.

@Happyperson3796 That's a new one. I didn't get a similar bug from anyone else but I will test this as soon as I can just in case. Thanks :)
rrmn 2023 年 9 月 26 日 下午 8:27 
Having crashes with this mod since 3.9.2, occurs only when clicking an option on the menu at game start. Edict works fine without crashes.
RegiZero  [开发者] 2023 年 9 月 27 日 上午 11:19 
引用自 rrmn
Having crashes with this mod since 3.9.2, occurs only when clicking an option on the menu at game start. Edict works fine without crashes.

@rrmn That's not good, I'll verify this and fix it up in the next update. Thanks!
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