Stellaris

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Aggressive Crisis Engine Legacy
   
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1.459 MB
8 Apr, 2021 @ 2:33pm
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Aggressive Crisis Engine Legacy

In 1 collection by OldEnt
Workshop: OldEnt's Legacy mods for Stellaris
29 items
Description
Legacy version for Stellaris 2.* only (2.8 2.7 etc). Current version here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2268189539
Documentation for modders is included in main mod folder.

NOTE for users playing on older game patches:

If you are running pre 3.4 ACE with Merger of Rules but without Gigastructures simply delete \common\scripted_triggers\!!!_acemod_sfex_debug_scripted_triggers.txt in the ACE workshop folder or use Irony to prioritise Merger. This fixes unusable jump drive.

Aggressive Crisis Engine (ACE, ACEMOD) is a collaborative Stellaris mod with new crisis AI and a great amount of crisis improvements.

a.k.a. crisis is fixed


Comparison of Vanilla and ACE AI under the same conditions (2.8.1, x10, Commodore). Video courtesy of General Pol.

Vanilla AI is off for main crises and all fleet movements are mod scripted, this includes military fleets, constructors, army transports and swarm infestors.

Galactic empires receive initial massive damage penalty against crisis factions. New technologies are required to be obtained in order to mitigate this.

Load order
At the very bottom. Aggressive Crisis Engine overwrites very little but what is does is crucial for it to work.

Hotfix
There is an optional Modifiers Hotfix for Aggressive Crisis Engine which will make empire modifiers like Enemy Unknown (damage penalty to crisis factions) work again. It is not essential for ACEMOD to work, this is only needed if you want damage modifiers working until Paradox fixes LIOS overwrite bug.

***Starnet version can be found here***

Additional mod support
ACEMOD configuration menu opens on game start. In order to access menu after start of the game you can use one or more of the following mods:
- Mod Menu by had.
- Dynamic Mod Menu by mario0244.
- Infinite Stellaris Framework by 小傘INFINI7E.
You can also fire mod menu with an event acemod_menu.1 console command.

Improvements



ACEMOD is flexible and modular. Users are able to switch individual components on and off on game start.

Modders can use ACEMOD AI for their own custom country_types and exclude individual fleets from ACEMOD AI for their own events. Current list of effects for modders to use is inside acemod_fleet_events.txt. See AI framework documentation (modders) for details.



Compatibility
This mod is highly compatible but requires disabling vanilla crisis AI. For this reason put ACEMOD below any mod which changes crises (this includes Starnet AI and Glavius AI which overwrite crisis definitions without actually making changes to them).

ACEMOD gives Dimensional Anchors FTL inhibitors and makes them visible on a galactic map. Position ACEMOD below any mod which adds components or ship types.

See AI framework documentation (modders) if you want to get technical.

Crisis AI
- Full support for Contingency, Prethoryn Scourge, Unbidden, Aberrant and Vehement.
- New custom pathfinding accounting for wormholes and gateways. Begone loops.
- Aggressive not only in the name. Fleets are relentless and always seek targets.
- Defensive fleet recall for Contingency worlds.
- Extended crisis options, including "fixed vanilla", hard mode and brutal setting. You will not survive (WIP).
- New crisis-related technologies.
- Various fixes like changing crisis bombardment stance and making unarmed crisis ships flee when in danger.
List of features is subject to change.


Overnight test run of ACEMOD AI crisis on Stellaris 2.7.2. Default settings but technology cost on x0.25. All empires were on repeatables. Crisis on x1 strength was squashed, this is a x5 Scourge.

End result.
End result save link (no mods required).[drive.google.com]
Pre-crisis trigger save (vanilla compatible).[drive.google.com]


A 37-year timelapse of the Contingency invading the galaxy (compressed into 5 minutes).


Similar video but with Unbidden.


Prethoryn Scourge video.

Mod merging info
When merging mods for personal use by Irony Mod Manager[bcssov.github.io], WinMerge[winmerge.org] or some other way, please make sure ai = { } block has enabled = no. Otherwise ACEMOD AI will be overwritten by vanilla AI and won't work properly. For list of overwrites see AI framework documentation (modders).

Credits
Fiiral, OldEnt and Rodahtnov hope you will enjoy this mod.

Thank you to 150 players who decided to try the mod in beta stage.

Support
Please post bug reports in the dedicated comments section or on GitHub[github.com].

[discordapp.com]