Stellaris

Stellaris

SW:Fallen Republic
xNoRemorse 2020 年 9 月 12 日 上午 10:16
Too much population = insane lag and stuttering early-mid game
Even on 550 canon world with 0% habitable worlds the main canon static map with 1 system start still has habitable worlds such as the ecumenopolis and most factions will mass spam habitats. It's virtually unplayable at a certain stage. by about 8150 there's like 5k population, my system isn't that weak, a 6600k @ 4.8 ghz, sli 980ti and a 140% benched SSD which is super fast. yet it takes a crazy amount of time to progress days, and every here and there it stutters and freezes for about 20 seconds.

Please add another secondary feature that allows you to remove any form of technology to create habitats, gas cloud cities, deep space stations and remove every habitiable planet that is not modified on the canon map when you toggle 0%, 25% habitiation etc. Most of these seem to be ecumenopolis which are always 100% habitable, cloud cities and deep space stations.

Or give us another option to make our own custom maps where we can choose how many major factions spawn, how many minor, change habitability and toggle certain technologies from being active.

This makes the game super unplayable for fun. Imagine getting Home One and the game stutters and lags so bad from stupid Ai's mass spamming habitiats so the population goes crazy.

Overall amazing mod, but the performance even on the "performance mode" is a laughable joke. I like playing my 500+ year games with slow progression. You've made it possible to only play the mod in a bad way. I can't find enjoyment from 30+ empires who all spam for the most worlds. the AI is trash and you know it.
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正在显示第 1 - 15 条,共 21 条留言
Noxius 2020 年 9 月 15 日 上午 1:27 
I think one part of the problem is the fact that the ai spams space station on every possible position. So it does not help to reduce the number of planets.
最后由 Noxius 编辑于; 2020 年 9 月 15 日 上午 1:27
c_moreau_76 2020 年 9 月 16 日 下午 2:24 
Use "Pop Growth Reduction" MOD
xylow17 2020 年 9 月 18 日 下午 1:18 
I agree and waiting for an option which limits habitats
Hammer 2020 年 9 月 21 日 上午 8:59 
引用自 Cresent
I think one part of the problem is the fact that the ai spams space station on every possible position. So it does not help to reduce the number of planets.

It is out of control and this^^ compounds it.
In MP even though we all have insanely powerful rigs sitting on a 10GB network the spikes and stutters are crazy not even STNH levels but way worse. Love the mod otherwise though :)
最后由 Hammer 编辑于; 2020 年 9 月 21 日 上午 9:01
xylow17 2020 年 9 月 21 日 下午 1:44 
Couldn't i just set the ai_weight to 0 in the common/megastructures/habitat.txt file of the mod ?
xNoRemorse 2020 年 9 月 23 日 上午 7:51 
引用自 Cresent
I think one part of the problem is the fact that the ai spams space station on every possible position. So it does not help to reduce the number of planets.

Damn right. I will probably have to go into the mod files myself and remove the technology to build them if the devs don't do something about this ♥♥♥♥♥♥♥♥♥♥♥ of lag.

引用自 c_moreau_76
Use "Pop Growth Reduction" MOD

Do they actually work though? i'll try one, but it still won't stop the AI spamming habitats.

引用自 Hammer
引用自 Cresent
I think one part of the problem is the fact that the ai spams space station on every possible position. So it does not help to reduce the number of planets.

It is out of control and this^^ compounds it.
In MP even though we all have insanely powerful rigs sitting on a 10GB network the spikes and stutters are crazy not even STNH levels but way worse. Love the mod otherwise though :)

I don't think any of the devs played their own game to check lag levels to be honest. Even the best cpu/ssd/gpu/ram will lag like ♥♥♥♥ on this game with how the AI spams habitats/planets for pops xD even setting the planet habitatbility to 0 they will still colonize them.



引用自 xylow17
Couldn't i just set the ai_weight to 0 in the common/megastructures/habitat.txt file of the mod ?

I will try this myself to see if it works, if it does it removes me having to remove the technology for habitats.
xNoRemorse 2020 年 9 月 23 日 上午 7:58 
引用自 xylow17
Couldn't i just set the ai_weight to 0 in the common/megastructures/habitat.txt file of the mod ?

funny, this shows as disabled just like ring worlds etc. Wonder what's making the AI able to build/research habitats, it must be something.

In the swp_allt_techs even the habitat 1/2 are apparently "disabled" well i'm gonna change ai weight to 0 but also change the cost of it to like 9999999999 so even if AI get it, hopefully it will just stop them from picking it. idc if it breaks their engineering research, the lag is ♥♥♥♥. i'm also going to try a no ai habitat mod, i'll update if any work
xylow17 2020 年 9 月 23 日 上午 9:17 
after a single test it work if you set ai_weight to 0 in common/megastructures/swp_deep_space_station. You can do the same for asteroid base, cloud city, ...

remains to be seen over time

next step is to merge some pop and forbid xenocompatibilty
最后由 xylow17 编辑于; 2020 年 9 月 23 日 上午 9:22
xNoRemorse 2020 年 9 月 24 日 上午 7:47 
引用自 xylow17
after a single test it work if you set ai_weight to 0 in common/megastructures/swp_deep_space_station. You can do the same for asteroid base, cloud city, ...

remains to be seen over time

next step is to merge some pop and forbid xenocompatibilty

I will add those to it, all I did was change the cost to build them to like 9999999999 and the time to build the same, i will add these lines in to also do it. Have you found a way to disable/lower the droid assembly plant pop speed? I have reduced pop growth from another mod so pops grow at about 0.70 per year before any buffs, but droids still remain at 2.0 and the tech tree/buildings don't have any modifiers for it, do i just need to add the modifier into the same table for it to add that to it?

In the asteroid base make sure you also change the verpine one to the same configuation, I noticed they still were mass building them, this is why lol
最后由 xNoRemorse 编辑于; 2020 年 9 月 24 日 上午 7:49
xNoRemorse 2020 年 9 月 24 日 上午 8:03 
Okay i set ai_weight 0 for droid assembly plants so ai won't build them. i've left the machine one how it is, as I can't remember if the mod has a machine race, but if it does i'll have to nuke them if they get out of hand. (if you decide to build robots it will make it unfair, but that's the best I can do for now)

Next thing I am testing is the custom big map non canon start (single planet starts) I am changing these lines at the start.

First I will test it on the canon map as you can see all the factions and if say half are showing then the change works, this will also help to eliminate lag while also making games unique in their own way since it should pick the factions, but if it doesn't oh well.


num_empires = 20
num_empire_default = 20
fallen_empire_default = 0
fallen_empire_max = 0
advanced_empire_default = 0
colonizable_planet_odds = 0.0
random_hyperlanes = no


if all of this works I will make a new thread so everyone can see changes to help them with lag
最后由 xNoRemorse 编辑于; 2020 年 9 月 24 日 上午 8:03
Marshmellow 2020 年 9 月 27 日 上午 3:25 
I'm having strong lag every time a new month starts. Do you guys know what i can do there?
Ahndwoo 2020 年 9 月 27 日 下午 2:01 
Yeah, I'm having this problem too. I'm nearing End Game and my game just won't go anymore, it just crashes after a couple minutes of playing. Really wanted to finish it. Any way to fix a game that's already suffering from this issue?
xNoRemorse 2020 年 9 月 29 日 下午 3:21 
引用自 Marshmellow
I'm having strong lag every time a new month starts. Do you guys know what i can do there?


引用自 Ahndwoo
Yeah, I'm having this problem too. I'm nearing End Game and my game just won't go anymore, it just crashes after a couple minutes of playing. Really wanted to finish it. Any way to fix a game that's already suffering from this issue?

It'll be from all new things that happen/change at the first new day every month. If you notice when you do a new trade monthly deal etc it only takes affect on the first new day of the next month, imaging 45 empires doing new things every month, this affects anything from new pops, new buildings it all gets added, same as new ships.

Honestly the only way to improve this is to download the reduced pop growth mod, activate it after SW mod in the launcher then go into the mod location and change the above settings for ai_weight = 0 meaning they will NOT build this , this should be done for asteroid bases, verpine asteroid base, cloud city, deep space stations, habitats. these can be found in "common/megastructures" then go to the SWP which is the mods text files for each one, so "common/megastructures/swp_deep_space_station" is one example of the location.

These are the ONLY ways I have found to reduce early/mid/end game lag. I cannot find a way to reduce droid pop growth it's kept at 2.0 per month and no tech/buildings have any modifier for their growth speed and since every faction has access to it, all i can do is also change ai_weight = 0 on their buildings... to do this go to
"C:\Users\yourname\Documents\Paradox Interactive\Stellaris\workshop\content\281990\2195523300\common\buildings" this will be the same for you but your user location (this is the full location for the above other fix too) and go into "swp_buildings.txt" search "droid assembly" it'll find the right building then where it says ai_weight = { change it to ai_weight = 0 then save.

changing map settings did nothing, so these are all i can currently find to help. It gives you an advatage as ai will not build any of these things and you can, so i'd suggest not building any for fairness.

lastly when new game started change the habitiable planets to 100% (red zone) so no new planets have high habitiability
xNoRemorse 2020 年 9 月 30 日 上午 6:25 
encase anyone has issues with the ai_weight = 0 it should be done like this "ai_weight = { weight = 0 }"
Jota 2020 年 10 月 13 日 下午 11:32 
Is the "No AI habitats" mod compatible with Fallen Republic? I am also looking for ways to improve performance without touching mod files...
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