Stellaris

Stellaris

Hemothep's Dynamic Difficulty (2.2. - 3.3.)
169 Comments
Haldir Sith'ari 23 May @ 8:44am 
I dont think this works anymore
FREELOADER EUROPEAN 23 May @ 7:27am 
is this still working on 4.0
joakim.westergaard 23 Mar @ 12:10am 
Does this work with 3.14?
Ahmet 21 Sep, 2024 @ 9:43am 
it comes in a zip file, i extacted it and tried and doesnt work, i tried it it as a zip file and didnt work either
Ahmet 21 Sep, 2024 @ 9:13am 
is this work still?
jonnyblade38 6 Aug, 2024 @ 10:30am 
works great. too great. DO NOT USE THIS MOD WITH GIGASTRUCTURES OR ACOT. The buff applying to crisis' means the Blokk Vester overflows and deletes itself
joakim.westergaard 14 Sep, 2023 @ 8:14pm 
Does this need an update for 3.9?
Zares 7 May, 2023 @ 10:37am 
It only works when in the observing mode, but then everyone gets pretty high boosts.
LHZ 19 Apr, 2023 @ 1:42am 
AI is veryvery weak:steamthumbsdown:
Zares 15 Mar, 2023 @ 10:01am 
How do you know it works? I have a feeling it doesn't. I usually have to adjust bonuses using Dynamic Difficulty Ultimate Customization and More Modifiers because AIs get weak too fast.
Greyscale 11 Mar, 2023 @ 7:54am 
Deff still works as of 3.6.
Almost too well! :X
Derik 14 Jan, 2023 @ 4:55am 
Does this still work?
adecoy95 26 Jul, 2022 @ 5:35pm 
oh sorry thats right, my mistake! i forgot which is silly because im pretty sure i asked the same question before :(
Hemothep  [author] 26 Jul, 2022 @ 10:47am 
@adecoy95: That's not true it searches for the strongest player and tries to adjust to them.

@Xaverri: The difference between ensign and captain isn't actually that big. The main point however is that if one player gets ahead, this mod will try to adjust the difficulty to that player. The cooldown is 18 months after an increase and 6 months after a decrease.
adecoy95 14 Jul, 2022 @ 3:52am 
@xaverri are you the host? the mod balances based on the power of the host player
Xaverri 13 Jul, 2022 @ 1:25pm 
Hi! My and my friend have about 500+ hours in Stellaris. We play on a medium map with around 10+ AI empires. We like playing aggressive. We have finished the game on Grand Admiral but with the built-in "Scaling Difficulty" on.

After playing without "Scaling Difficulty" on, we easily got through Ensign level, but are being defeated by Captain level. Hence we were looking for a mod that would help us scale the difference. Enter your mod; we understood it would change difficulty each month if needed and started on Captain difficulty. We're in year 28 now, and the AI next to me is again beating me with fleets 4/5 times as strong. It doesn't feel like your mod is working for our games; are we doing something wrong? Is there a setting we forgot to enable? Does it maybe not work for Multiplayer games at all? I am very confused because I see so many good comments and I want this to work as it sounds like this is exactly what we need.

Could you help us out, please?
Beefpatty 3 Jul, 2022 @ 2:02am 
Works fine for me on 3.4.5
Have the mod located towards the top of the load order, underneath Ariphaos Unofficial Patch 3.4
joakim.westergaard 20 May, 2022 @ 6:48am 
Does this work with 3.4
LadyShrin 17 May, 2022 @ 8:24pm 
Was there ever a github for this mod so it could be forked? Since it says at the top 'other modders are free to build upon it'. I didn't find on google.
fireball900 15 May, 2022 @ 4:09pm 
Is this ok to keep using with the new patch?
Hemothep  [author] 15 Apr, 2022 @ 11:05am 
@Angel of the Veil: This mod is save game compatible, but it takes quite some time to take effect. Be aware that in most cases this leads to very difficult end game crisies, since this mod will try to increase difficulty step by step until an AI empire can catch up or maximum difficulty is reached.
Turning this mod off also won't ruin a save. It leaves behind some modifiers that don't do anything if this mod is turned off.
🌙𝓛𝓾𝓷𝓮🌙 15 Apr, 2022 @ 2:31am 
This honestly might be a stupid question but is this save-game compatible or does it require a fresh start?
Scipion 28 Mar, 2022 @ 1:55pm 
Tried it with Star Trek New Civilizations and it seems to be working fine, no issue to report.
Rips 26 Mar, 2022 @ 2:16am 
Loving the mod! The only bug I have noticed is the stability buff it applies to the openent it is scaling up's planets is labeled "hemo_DyDiff_buff_06". Rather than a human readable name like the vanilla buffs have.
Scipion 20 Mar, 2022 @ 4:52pm 
Thanks! I tried the debug mode and everything seems to be working.
Good job on the mod :-)
Hemothep  [author] 20 Mar, 2022 @ 4:47pm 
@Sciption: I don't garantee compatability with any other mod, but almost all should be fine. Unless you try to break this mod it's highly unlikely you will.
Scipion 20 Mar, 2022 @ 3:08pm 
Great idea! This seems generic enough but do you think it would be compatible with mods like Star Trek New Horizons or New Civilizations ?
Valerian 9 Mar, 2022 @ 1:15pm 
Exactly what I needed, I wish I had known about that mod sooner, thank you!
Hemothep  [author] 9 Feb, 2022 @ 10:55am 
@joakim.westergaard In a non-ironman game you can tag switch to an AI empire and check their modifiers. You have to do this while paused though, because it will update the next time it checks the modifiers.
Alternatively you can open the debug mode by triggering "event hemo_DyDiff_debug.1". While active it will throw an event everytime the mod does something.
joakim.westergaard 8 Feb, 2022 @ 7:17pm 
Is there any way to check what bonusses the AI get? Just want to make sure it's getting applied since I see a tendency of out-teching the AI around 20-25 years in the game (and it's the first game where I try the mod).
Hemothep  [author] 8 Feb, 2022 @ 10:24am 
No, they peace out like vanilla
Dustreaper 8 Feb, 2022 @ 8:51am 
Does the ai also get buffs to attrition score exhaustion rate?
Dustreaper 2 Feb, 2022 @ 11:48am 
Hmm that's sad. it's a pretty unique mod and helps the ai catch up instead of you overtaking them normally and they never catch up. I still use it it's just to good. It would be perfect if the ai just get's a bonus to production on a planet instead of tons of pop growth. But i can live with the slowdown and i heard the beta improves performance a ton more. So i am definitely still going to use this. Hope support keeps coming, but understand if it doesn't hope somebody else will pick it up if/when that time comes.
Hemothep  [author] 2 Feb, 2022 @ 11:40am 
@Dustreaper: To catch up the mod needs to be able to reduce the discrepancy between AI-empire growth and player empire-growth. This can either be done by increasing growth speed for the AI (thereby reducing performence) or decreasing growth for the player (thereby demolishing all pretends of keeping up the illusion). I went for the first route.
However I have to admit, that I don't know if I will keep up support for this mod when the current beta comes live, since it does change the game in a lot of ways from the time I wrote this mod. Almost two and a half years of support for a mod is a long time, even if it's as small as this one.
Dustreaper 3 Jan, 2022 @ 4:45am 
I really like this mod but i'm working on getting performance to a liveable level with all my mods and this increase pops growth by like 200% on some ai's i have seen in observe mode... Kinda negating some performance mods... Would you be able to change this? The best would be a menu to turn it on or off because performance i feel like is pretty important. Got a mod that slows down pop growth but increase overall planet production Right now this planet decrease pop growth by 80% and increases production by 60%. Both increasing performance and power but right now with this added it adds plus 200% which makes them even stronger... Just wanted to know if your willing to adjust something or if i gotta drop this.
adecoy95 13 Dec, 2021 @ 8:33am 
i dont know the differences between the two but i have always liked this mod so i just disabled the other one since its not transparent on what exactly it does in this area.
adecoy95 13 Dec, 2021 @ 8:32am 
so if anyone is like me and wonders why this mod was causing all neibors to become overwhelming in every category before even a century passed, its because core framework and mod menu has added their own versions of this to that mod. disabling the features of core framework mid-game works though.
Dragatus 25 Nov, 2021 @ 5:44am 
Maybe it's an issue with the Stellaris launcher.
Hemothep  [author] 24 Nov, 2021 @ 10:23pm 
@Dragatus: That's wierd. There's only one version on the workshop.
Dragatus 23 Nov, 2021 @ 8:48am 
For some reason I have the mod show up twice in the launcher now. An up to date version and an out of date version.
Lord Forte 8 Oct, 2021 @ 2:20pm 
Got it, thanks. I was thinking of trying that, think I can just make it not buff the hull on the Blokkats' country type...
Hemothep  [author] 8 Oct, 2021 @ 11:38am 
@CyberForte Gigastructural Engineering does some really crazy stuff, so I can't really keep up with anything they are doing. If you are savy you could just decrease the hull buffs in the files.
Lord Forte 29 Sep, 2021 @ 11:34pm 
Quick question, I noticed that using this with Gigastructural Engineering's new Blokkat crisis caused some of their ships to experience what I assume was hull overflow from the dynamic difficulty buff to their already crazy hull values and therefore to just despawn. Do you have any suggestions on mods that I could use to fix this?
Bellatrix 14 Sep, 2021 @ 4:46pm 
But if you scale your power to try rival them, you'll simply outclass the other regular empires by a bigger margin causing the Awakened Empire to become more powerful. Your only tools for dealing with an AE are to outplay them and become more powerful, this takes away your ability to become more powerful.
If an AE is forcibly held at overwhleming by this mod, then I don't think outplaying it is enough to beat it, not without some serious cheese.

Perhaps the "worthy challenger" check should also check nonstandard empires, but only if they're in an active state and with an increased threshold (Superior overall)
Hemothep  [author] 20 Jul, 2021 @ 10:56am 
@mark.antill: like every special country type, Awakened Empires are not considered when choosing a difficulty. They are meant to be difficult.
mark.antill 10 Jul, 2021 @ 2:31am 
I was getting stomped by an Awakened Empire that had dominated the galaxy for decades, switched to them to see what they looked like and the mod was giving them huge buffs to everything.
林一 20 Jun, 2021 @ 1:34am 
thanks
Hemothep  [author] 17 Jun, 2021 @ 11:01am 
@Arty: No need to activate ingame. If it's active in your playset it will work.

@林一: The game does check the status in a monthly basis if it hasn't changed the difficulty in a while, but this is in no way something that would lead to lag. The mod does help the AI to keep up in population. This should have a far bigger impact on lag.
林一 15 Jun, 2021 @ 3:09am 
i feel little lag after 2250 ,usually the lag appears after 2300, perhaps it's due to the mod check status too frequently?
Arty 9 Jun, 2021 @ 9:27am 
so this mod works automatically, like I just need to install and activate in my mod playset? or must I active it in-game as well?