Stellaris

Stellaris

(Legecy) Upper Limit V2.3+
67 Comments
Guluere  [author] 18 Oct, 2019 @ 10:59pm 
TurtleShroom 17 Sep, 2019 @ 5:50pm 
Thank you for fixing the supercomputer issue. I can't wait to re-enable your Mod!
Guluere  [author] 23 Aug, 2019 @ 7:26am 
Please take this to the discord channel if you want to talk more now, I don't think we should discuss here like this.
Guluere  [author] 19 Aug, 2019 @ 5:28am 
This version also rescales the component cost, which replaces the following file.
02_scripted_variables_component_cost
Guluere  [author] 19 Aug, 2019 @ 5:21am 
Alright, updated, please test things out, something depressing happened irl which has beat the mood out of me again.
Guluere  [author] 17 Aug, 2019 @ 3:07am 
The ai would be a simple one based on the amount of resources the ai make at the time, and also they will try to stack them into the same planet instead of spreading them out until X of them on that planet before they focus that on another planet if they need more. I am not sure how it will be fully. But hopefully it works, the ai is based on how I would normally play the game myself.
Devilstro 15 Aug, 2019 @ 7:31am 
Good to hear, with AI_weights fixed, I think this mod is a nice addition to most mod collections.
Guluere  [author] 14 Aug, 2019 @ 3:02am 
Hey, I am back, I've actually been back for the last few days and been working on the mod, will publish it when I fix the ai weight (To be similar to vanilla) and refine some more other stuff, like tech.
Devilstro 12 Aug, 2019 @ 10:35am 
Until the creator of this mod can either:

A) fix ai_weights
B) give all ai_weights = 0

I can not recommend this for use in singeplayer or small multiplayer games where AI is part of. Due to practically no aI_weight distribution in the mod, it will break the AI. Pure MP games, this is excellent.

Be aware though that the creator has also decided to leave in blank techs, probably for use later, so some techs are straight up useless and don't do anything.
Frigglish 12 Aug, 2019 @ 5:52am 
Or weight = 1 if you prefer to give the AI a chance to build them.
Frigglish 12 Aug, 2019 @ 5:52am 
As long as each argument appears in their own curly bracket sets, it doesn't matter what order they appear in the entity - Utopian Dream often pastes its new content into weird parts of the perk entity and it works fine. It doesn't read in order, it reads in segments.

So ai_weight = { weight = 0 } can be the first block, the last block... anywhere that's not inside another argument, like the modifiers or potential.
Kivikallo 7 Aug, 2019 @ 11:01am 
The supercomputers brake everything. The AI only builds those and nothing else.
itsVergel 28 Jul, 2019 @ 5:54pm 
not sure, I put base_caps on all of the computers just in case, though i'd like to assume it would apply to every computer. I'm no modder, though, and i'm a beginner in coding and HTML.

Just came to chime in, some of the buildings need a serious looking over. After adding base_caps to the admin computers, the AI is now running amok building Gravity Condensation Labs.

Fortunately, Guluere has blessed us with well-organized lines of code in the buildings file. Should take about 10-15 minutes to add base caps to the buildings and cut ai weights in half.
Carl Pease 25 Jul, 2019 @ 4:00pm 
CheerlessFire: Greatly appreciate your fix, but i am not a modder at all, i think i can see where to put the base_cap, but i am not sure where to put ai_weight. Also does it apply to every computer in the upgrade chain or just the first one?
itsVergel 23 Jul, 2019 @ 4:54am 
Did the research for a quick Computers fix!
C:\Program Files (x86)\Steam\steamapps\workshop\content\281990\1762910772
in there you'll find the mod folder, d3.zip. open that, go to common, and then to buildings.
the text file inside is what you're looking for.
I added a base_cap of 1 for each of the computer stations and an ai_weight of 0.35
TurtleShroom 20 Jul, 2019 @ 10:30am 
I mean, you could always limit the supercomputers to one per planet. I have unfortunately disabled this Mod and hope to see it repaired soon.
Karma 18 Jul, 2019 @ 11:40am 
So, since the super/etc-computers building breaks AI right now, does anybody have the location for the actual mod files right now? It shouldn't be too hard to add a quick-and-dirty edit giving them a "never-use" AI weighting until a proper patch is given.

I just really, really hate trawling through Steam's Workshop folders trying to find which one is for Stellaris, and which one there is for a particular mod.
AT 18 Jul, 2019 @ 3:35am 
So, now i have all ai planets flooded with computers. Any way to get rid of them or this game ruined forever?
Guluere  [author] 17 Jul, 2019 @ 9:28pm 
Yes, it's a bug, I will fix it when I get into the mood again.
GrimlockTarrasque 17 Jul, 2019 @ 7:36am 
Any plans on fixing the Ai's weight for super/hyper computers; bug or not?
Rioghal 16 Jul, 2019 @ 12:30pm 
Just wanted to thank you for all your work on this mod. Glad to see I'm not the only one suffering from the supercomputer spam though. For now it's unusable since AIs are crippled by it.
Slicyfood 16 Jul, 2019 @ 11:16am 
Yeah the supercomputer bug is huge. Basically turning Grand Admiral AI from Starnet into a wimp worse than base AI from the vanilla game. Gonna disable this mod until it gets fixed.
Zippy 16 Jul, 2019 @ 9:55am 
The supercomputer issue is caused by the building not having an ai_weight.
TurtleShroom 14 Jul, 2019 @ 12:25pm 
Your Mod is still broken. As Ziel noted, the Supercomputer Building is built by the AI on every Building Tile on every single planet, every time.
✪ SUPER HOT 14 Jul, 2019 @ 8:35am 
TL;DR thanks for the work you put into the mod, along with guilli and the NSC guys this set of extra techs makes the game go from stupid in places to amazing!
✪ SUPER HOT 14 Jul, 2019 @ 8:35am 
Hi, since new patch a few things:

1. super computers & hyper computers don't actually contribute to admin cap

2. "blank" techs - Rift solidarity, Gravity Cannon, FTL warshells and others - have 0 effect at all,

3. AI will fill all planets with super computers, gimping them. I've had awakened fallen empires start with a 500k fleet, lose that, and get steamrolled because they can't build new ships because 100% of their economy is down to admin cap

4. Either this mod or the one that adds "anti-matter perk menu" (cant figure out if its yours or Unique Ascensions) causes the game to freeze for 30s up to 10 minutes on xxxx.01.01 every year without fail. Think it's something to do with the AI only activating the ascenscion perk on xxxx.01.01 so it ticks over ever year.... not sure if its your mod tho, any pointers to where to look in the code to check? console error log shows no errors if it recovers instead of crashing to desktop

Guluere  [author] 13 Jul, 2019 @ 11:01pm 
Might be. Well, haven't really been in the mood to mod stellaris lately, since I have life and a game to play.
-=[TTD]=- NOIR 13 Jul, 2019 @ 4:54pm 
I#ve found a critical bug. The AI is only building "super computers station"s, its gamebreaking. Maybe it is a incompability with the starnet ai?!
kalveni 8 Jul, 2019 @ 11:50pm 
A bunch of the techs added by this mod (at the very least "Rift Solidity," "Gravity Cannon," and "FTL War Shells") don't seem to be doing anything
Guluere  [author] 25 Jun, 2019 @ 3:42am 
The jobs do. They don't show on the what it does thing, but if you hover over the empire sprawl thing, it should show jobs adding them, if you built one and has people working that job.
Chad_Thundercock69 25 Jun, 2019 @ 3:39am 
I don't think the computers are working correctly, since my Hyper Computers aren't increasing adminastrative capacity.
Neverminder 21 Jun, 2019 @ 3:36am 
so what kind of animation does this prototype light wall use?
Guluere  [author] 20 Jun, 2019 @ 5:43pm 
I still haven't gotten the time to work on adding those yet.
Quin_D 20 Jun, 2019 @ 12:38pm 
is there some stuff that you require dlc for? theres a few research things that dont do anything for me, for example the gravity cannon line. i can research it, but i cant build it on any ship or planet or wherever its supposed to be?
Guluere  [author] 17 Jun, 2019 @ 5:58am 
Nope, I don't think so, I would assume the game auto uses english if there is no other langues, but that doesn't seem to be the case.
lex0n12331 17 Jun, 2019 @ 5:53am 
Is there a way to enable English localization just for the mod?
Guluere  [author] 17 Jun, 2019 @ 3:13am 
@Satan Claus Everything should still look and work fine, might be cus you are using Russian, which I have stated that I don't have the localization for. They should also have the names and dis, they still don't have images and what they do, tho.
Guluere  [author] 17 Jun, 2019 @ 2:48am 
Hmm, let me check.
lex0n12331 17 Jun, 2019 @ 2:18am 
My game's currently in Russian and maybe that's the problem (I'm not sure), but everything (really everything) from the mod is missing descriptions and icons. Is there any way to fix it?
Guluere  [author] 16 Jun, 2019 @ 8:55pm 
@The Mastermage They are disabled in normal play, you would only get them if you use console. They are still place holders.
The Mastermage 16 Jun, 2019 @ 7:53am 
alot of your techs are missing the icons and description
BassineDeFraises 15 Jun, 2019 @ 4:26pm 
Great work, but many issues right now with the techs you have created. Many don't have any effect and the description text of these is just blank. I come to the point in the endgame where I can't bypass them, it's either the generic "increase build speed" or your techs which don't do anything. I'm waiting for the Dark Matter technology and it feels like, this mod has given me the "research alternatives -3" debuff :)
Anarchyの海豚 15 Jun, 2019 @ 1:48pm 
can you add chinese
Acharndael 15 Jun, 2019 @ 4:31am 
thank you for creatin this mod, downloading it right now
Guluere  [author] 12 Jun, 2019 @ 6:16pm 
@Inny I know, work is slow as I am busy with real life. They are just place holders. Until I am able to make those images and code the things they do.
Earth Dragon 12 Jun, 2019 @ 1:41pm 
The Spoiler Tags are fine. Just include a thread on the Discussion Board that also compiles everything without the spoiler tag for ease of read by those that don't care at all.

Inny 12 Jun, 2019 @ 12:16pm 
The mod is missing a lot of icons and texts...
DrBLOOD95 12 Jun, 2019 @ 10:20am 
Would be better to have some in game screens instead of a random wall paper.
Liseq 12 Jun, 2019 @ 10:09am 
Is there any reason for spoiler tags?
Magmaul 12 Jun, 2019 @ 9:39am 
The spoiler tags are really unnecessary, kinda annoying to read, especially when you have to scroll down in the middle of a long list and it disappears, then you have to find where were you before.