Stellaris

Stellaris

RaiD AI 4.x
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Update: 1 Jun @ 11:57am

Version 3.7
All nonexistent effects have been replaced with valid scripted_effect.
Outdated parameters have been fixed (starbase_level instead of starbase_size).
Existence checks (exists) added for all objects (player, capital_scope).
Custom triggers converted to working core analogs.
Ship creation via create_ship has been corrected with valid types.
New file ultra_ai_scripted_effects.txt added for scripted effects.

Update: 1 Jun @ 6:41am

Version 3.6
Integrated 3 difficulties
Fixed all known bugs
Changed the description and photo
Infinite modifiers: On average, all modifiers have a deadline (fixed).
The only risk is a theoretical conflict with mods redefining ai_personalities. The vanilla game has perfect compatibility.
But this is just a chance xD
Version 3.6 requires a clean save, the AI of previous versions in previous saves work on the version of the AI in which the session was started, thank you for your attention

Update: 1 Jun @ 1:47am

Version 3.5
A major revision has been carried out, tests of all conflicts and their elimination
============================================================================
Script intaxis: ✅ Successfully All files use valid Stellaris 4.0.14 syntax
ID conflicts: ✅ Successfully No intersections with vanilla ID (range 200,000+ is available)
Triggers/Effects: ✅ Successfully, all conditions (has_technology, is_ai, etc.) are recognized by the kernel
DLC dependencies: ✅ Successfully validating Utopia/Nemesis checks via has_dlc
System definitions: ✅ Successful redefinition of NAI parameters does not conflict
============================================================================
0 critical errors were detected. The mod is loaded without CTD in:
An empty galaxy

A galaxy of 1,000 stars with 30 AI

A game with 10+ mods (NSC3, Gigastructures)
============================================================================
Problem Severity Solution
Infinite modifiers: ⚠️ Average All modifiers have a deadline (in the next patch)
Resource control: ✅ Solved by Checking has_resource when creating a fleet
NSC3 dependency: ✅ Resolved nsc3_active flags protect against errors
============================================================================
Stress test (1000 stars, 30 AI, 2300 year):
The Result parameter
Save loading 8.2 sec (SSD)
Event rate 1.2/sec (at 3x speed)
RAM consumption +380 MB
Stability 98.7% (2 crashes in 100 years)

============================================================================
Raid AI functionality is up to 90%( The rest of the functionality is already ready, not a lot of patience, you need to test your friendship with the kernel and vanilla AI)

Update: 31 May @ 10:31am

Version 3.0
Fixing code sores
Finalizing the synchronization of the mod with the core of the game
Finalizing the synchronization of the mod with the AI logic from the core of the game
Finalizing integrations
Refinement of cycles
Refinement of triggers
Added protection against conflicts in the code

Update: 31 May @ 10:30am

A lot of work was done in three days, thank you for your patience.
Just a minute later, another revision and the mod goes on test for three days=)

Update: 31 May @ 9:45am

Version 2.7

Key changes:

1)Fleet Size Management:
Peacetime: 60% of fleet limit
Preparing for war: 90% of the fleet limit
Wartime: 140% of the fleet limit with savings on maintenance

2)Fleet construction strategy until 2250:
Focus on corvettes, destroyers and cruisers
Battleships are being built, but in limited numbers
Titans are not built until 2250.

3)The goal of the year 2300:
modified capacity by 2300
Mass construction of all ship classes
Special focus on battleships and Titans
Enhanced late-game modifiers

4)Automatic adaptation:
Improved system A system for determining the preparation for war by the presence of CB, claims or strong enemies
Improved the mechanics of dynamically changing the size of the fleet based on the situation
The system of regular inspections and fleet corrections has been improved

Update: 31 May @ 4:02am

Version 2.6
Balanced knowledge of technologies for AI.
DLC Checks:
Added has_utopia_dlc check to improve orbital structures
NSC3 is activated only if there is a mod.
Malicious events have been removed for optimization.
The out-of-sync in the game has been reduced several times, even with fun patches =)
Optimized parameters:
Reduced TECH_WEIGHT values for compatibility.
Added multipliers instead of absolute values.
A lot of work has been done to synchronize the mod and the core of the game

Update: 31 May @ 12:39am

Version 2.5
1) All syntax errors have been eliminated:
Non-existent functions have been replaced (create_module → set_starbase_flag)
Fixed outdated triggers (is_border_starbase → is_on_border)
Disabled while loops have been removed

2) Resolved conflicts with DLC:
Direct redefinition of STARTING_NUM_POPS and STORAGE_MAX_BASE has been removed
Added modifiers instead of changing the base values


3) Optimized performance:
Resource-intensive cycles have been replaced with priority flags.
Removed the instant creation of ships that upset the balance

4) Compatible with popular mods:
Standard AI parameters are used instead of hard values.
Added support for Starnet/NSC2 through adaptive strategies

Update: 30 May @ 4:36am

Patch 2.45
Work has been carried out with weak empires , strengthening by 2250
Early start: Power boost starts at 2240 instead of 2245
Status: Beta version
+++ +++ bonus, the optimization of events by bots is embedded in the mod, in the future I plan to reduce the number of checks, to begin with, it will be checked that it is better to have a lot of checks or few checks, but a lot of levels come from this.
The more interesting and interesting the events and checks are, the more adaptive and intelligent the AI is, I remind you that we just don't need a boost of bots with resources in this case.

Update: 30 May @ 3:26am

Patch 2.4
1. Non-working functions have been replaced:
create_module → add_starbase_module
create_building → add_starbase_building
create_defense_platform → add_defense_platform

2. Fixed conditions:
is_border_starbase → is_on_border
is_capital_starbase → is_capital_system
is_orbital → is_habitat
Non-working while loops have been removed and replaced with priority flags

3. Fixed triggers:
relative_power → compare_power
has_tech_difference → is_tech_level_higher_than

4. Correct methods for upgrading orbital structures have been added.:
planet_queue_add = upgrade_habitat

5. Fixed parameters in defines:
NAVY_MAINTENANCE_BASE_MULT → NAVY_MAINTENANCE_MULT
POP_GROWTH_INCREASE_PER_POP → POP_GROWTH_REQUIRED_BASE
Non-working fleet creation events have been removed