Stellaris

Stellaris

!ExOverhaul 1.9: Core Game Mechanics and AI
87 Comments
MYHORSEISAMAZING 1 Aug, 2021 @ 1:33pm 
this mod cant be compared to glavius. glavius' just tries make ai smarter. this one gives ai huge cheats. example: year 2260, ai gestalt has 40 planets and 30k fleet with t4 techs. switching to him via "play" - WOW 150 MONTHS LEFT FOR CURRENT RESEARCHES!
cant recommend.
Chastity the Celibate 2 Apr, 2018 @ 2:28am 
Sounds great, I run Real Space, New Worlds, and Guilli’s, so that’s good. Regarding Real Space- Astrogeology, I like what that mod does, and the new SR it adds, so hopefully there is no incompatibility there.
ExNihil  [author] 1 Apr, 2018 @ 11:06pm 
The first two components of thisod will be published as open beta next week. Planets Enhanced will have full synergy with planetary diversity, new worlds, real space and guillis. The CGM: Buildings mod will have full synergy with guillis and perhaps also Alphamod.
Chastity the Celibate 1 Apr, 2018 @ 1:42pm 
When the 2.0 version of the ExOverhaul mods come out, that’s what I mean.
Chastity the Celibate 1 Apr, 2018 @ 1:42pm 
Quick question, what mods do you plan to have synergy with ExOverhaul? I was wondering because my collection is a pretty stable, so I need to know how and which ExO mods will be able to work with it.
ExNihil  [author] 22 Feb, 2018 @ 1:15pm 
This mod will remain as legacy. We will publish a new version once we are up to speed on how 2.0 works. It will take a few weeks.
Tanobi 22 Feb, 2018 @ 1:03pm 
could you do an update ?
TheFirstPaige 10 Feb, 2018 @ 1:43am 
Perfect, I look forward to it.
ExNihil  [author] 9 Feb, 2018 @ 11:10pm 
They work with Alphamod. For 2.0 there will be full synergy.
TheFirstPaige 9 Feb, 2018 @ 10:51pm 
It works fine with Expanded Stellaris Traditions, though due to different base costs, the traditions this mod edits and the traditions added by EST cost different amounts of unity. Annoying but otherwise harmless. I'm making a personal patch to address this and a few other inconsistencies. As for perks, I personally use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1288468029 to patch it with the mods I use.

While I'm here, how well do the ExOverhaul mods work with Alphamod? I've tried them out a bit myself and haven't found anything major, and was wondering if there was anything I may have overlooked.
Chastity the Celibate 9 Feb, 2018 @ 4:09pm 
I use it with Expanded Stellaris Traditions and it works fine. I guess the AI might not use the new Traditions though. Wouldn’t know, since I am not an AI
Marinho 9 Feb, 2018 @ 4:07pm 
Since this is not compatible with any Tradition or Perk mod - Do you think about to release a Tradition and Perk mod on your own???

Hint...Hint...Hint :D
henk 6 Feb, 2018 @ 9:51am 
I will leave it out for now then, I really love the new economic structure makes way more sense(building production chains) like Settlers, makes planets feel much more usefull.
ExNihil  [author] 6 Feb, 2018 @ 9:04am 
It doesn't synergize with S.E.O. I contacted the author of that mod, but received no reply. So it will remain so.
henk 6 Feb, 2018 @ 9:01am 
Is the AI able to use the buildings in S.E.O ?

Or would it need a rewrite?
Chastity the Celibate 5 Feb, 2018 @ 4:55pm 
Post that on the combat overhaul page
JerichoHill 5 Feb, 2018 @ 4:50pm 
Hey @ExNihil, when I load up my game it looks like all spaceports have 0 offensive capabilities. Now I have one planetory fort fairly built up. Is there a mod that would conflict here that yo know of?
kaelis 3 Feb, 2018 @ 6:59pm 
@ExNihil - thanks for the detailed explanation. Maybe I can convince you to incorporate a cultural overhaul into your 2.0 version of this mod? Pretty please? :steamhappy:
Arendeth 3 Feb, 2018 @ 6:19pm 
ok there are some conflicts with traditions but I should be able to patch that in my patch
Arendeth 3 Feb, 2018 @ 6:16pm 
I'll check for changes in ai suite to just in case conflict detector missed any
Arendeth 3 Feb, 2018 @ 6:15pm 
nm its your cultural overhual that only has 1 around 1 conflict in 00_ethics.text
Arendeth 3 Feb, 2018 @ 3:17pm 
egr traditions on the overhand as many conflicting files
Arendeth 3 Feb, 2018 @ 3:13pm 
only 1 conflicting file or so in culture overhual :P
ExNihil  [author] 3 Feb, 2018 @ 12:33pm 
@Kaels. Sorry if that was a bit brief. I'll Explain - the "cultural overhaul" mod overwrites a lot of stuff, including all traditions, ethics, factions, as well as buildings and other stuff. To make it compatible with this mod, or vice versa, would be pretty much to make a new mod.
kaelis 3 Feb, 2018 @ 12:15pm 
Ok thank you
ExNihil  [author] 3 Feb, 2018 @ 8:59am 
Link?
Chastity the Celibate 3 Feb, 2018 @ 8:51am 
@ExNihil, yes, not sure what it does though.
ExNihil  [author] 3 Feb, 2018 @ 8:46am 
@arendth - Look under the files that start with ex_. I.e. ex_soc_tech etc.

@xnadu, you mean a comp. Patch with this mod.

@kaelis, of course its not compatible, and it wont be.
kaelis 3 Feb, 2018 @ 6:29am 
I'm sorry but as much as I want to use your mod I can't because it conflicts with
Cultural Overhaul [ Ethics - Civics - Traditions ]. It is causing some of the picks within certain traditions to not show. I think it was the Discovery tradition that only had 1 pick in it. If you can figure out what is wrong and are able to fix it please let me know so I can start using your mod again. Thanks!
Arendeth 1 Feb, 2018 @ 7:14pm 
How can I get a made to merge combine changes that conflict with utopia ascension enhancements? I can't seem to find the changes to merge in 00_soc_tech.txt, 00_ascension_perks, and 00_eng_tech.
Chastity the Celibate 1 Feb, 2018 @ 3:27pm 
Um, Phoenixwarrior made a patch for this Utopia Expanded, Utopian Dream, and Expanded Stellaris Ascension Perks? It is on the most recent mods.
ExNihil  [author] 29 Jan, 2018 @ 2:48pm 
@Entropy, sorry missed it. Was a long day. Anyhow- this mod changes.the drop weights on techs by changing scaling. There were no reported issues with this.
ExNihil  [author] 29 Jan, 2018 @ 1:54pm 
Merluca, this is the wrong mods comments and please use discord for bugs. I need stuff like savegames for debug, and steam us not a good platform for chat.
Chastity the Celibate 29 Jan, 2018 @ 12:34pm 
@Mr. Gentleman, the ExOverhaul: Combat does that, not this mod
Mr. Gentleman 29 Jan, 2018 @ 11:36am 
Does this fix deathstacks? I.e. am I able to use tactics to outsmart my enemy and potentially defeat a Fleet that's 50% larger than mine?
Entropy 29 Jan, 2018 @ 7:11am 
I didn't seeanything mentioned about how this affects technoligy trees, specifically does this mod change/intefere with the chances to fail at getting a technology? if you don't use a high level scientist and/or high level scientist of the same type of research, the next tech might fail to unlock. There is always one or more techs that a player or any empire has failed to get because they didnt raise their "weight" chance. does this mod affect the risk of failing more or less?
spectre199 29 Jan, 2018 @ 4:26am 
thanks for the answer I use the likes of NSC and ISB balance etc
Chastity the Celibate 29 Jan, 2018 @ 4:21am 
Yes, it works fine in my pack of 150 mods
spectre199 29 Jan, 2018 @ 4:14am 
this looks intereesting and will try this out some time, though at the moment not sure if it would work with the 15 mods that I use. Is this compatible with all of the popular mods
ExNihil  [author] 28 Jan, 2018 @ 11:03pm 
Yup
Chastity the Celibate 28 Jan, 2018 @ 3:14pm 
Ok, ESC has a separate addon mod for that. Is it the same for crisis?
ExNihil  [author] 28 Jan, 2018 @ 3:08pm 
FEs use something called "global ship designs" - they don't design ships at all, they just build based on fixed designs. If ESC overhauls them then sure, otherwise no.
Chastity the Celibate 28 Jan, 2018 @ 3:07pm 
If using ESC + this mod will FE use the ESC parts?
ExNihil  [author] 28 Jan, 2018 @ 2:35pm 
the second thing u r reporting is a bug - i'll check it out. thanks!
ExNihil  [author] 28 Jan, 2018 @ 1:50pm 
This is not a bug. To allow u more than 1 module the a kind the only option is another instance. They unlock on different levels, to reduce spam.
Marinho 28 Jan, 2018 @ 11:40am 
Got the same problem as Mordachai - but I do not use other overhauls, mostly just graphic mods.
Chastity the Celibate 28 Jan, 2018 @ 11:16am 
Probably a mod conflict, but I don’t know for sure
Mordachai 28 Jan, 2018 @ 11:14am 
Bug? I'm often seeing economic hubs shown as 0 firepower rating in the system map (even with lasers module - typically level 1 w/ only laser module added)
Mordachai 28 Jan, 2018 @ 11:13am 
also curious - building a "Planetary Fort" instead of economic port or starbase means that the planet has no icon indicating what bonuses are accrued from that spaceport (whereas economic and starbase ones both have icons indicatng their benefits in the "surface" screen header).
Mordachai 28 Jan, 2018 @ 11:08am 
Bug? Synchronized Defenses has no listed benefits - unlocks no modules, etc...