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Hey man, thanks for the the response. Life's been hectic and I haven't touched Stellaris in a while. May look into updating, depends on how up to date ACG is.
Needs an update, had no time to sort it out so far.
This is amazing! I found this modpack very interesting, but I was very sad to know that it didn't work in the new version, but now with this news, I'm very happy and anxious to be able to play it.
I spoke too soon. ACG got updated for 3.4.
Gonna need some time before an update though, I want to revamp this pack since I think it's strayed quite a bit away from the original vision and has gotten bloated.
I understand, thanks for the reply.
The answer is no. ACG which is the central mod in this collection is no longer being updated, so as such this modpack now only supports 3.3
Awaiting
List is not working atm, let me update
you gotta make your own custom civ
However, when I run your collection civilizations are not showing up in the selection screen and if I do random civilization I will start with no civics/ethics/origin. Is there something I'm missing?
If I ever do more stellaris, it will be completely new
I see. I'll have Stellaris stay in 3.2 so I can keep playing this haha, this collection rocks
Well this pack was based around ACG. Without ACG there is no Stellaris Beyond The Sky.
So I don't really know. There'll probably be one final 3.3 version send off and that will be it.
I'm honestly not sure. It might be ACG or immersive galaxy. It's odd since I didn't exactly add a mod that adds in Jump Gates.
I just sorta reason it out in my head that jump gates are cannon in the galaxy or something at this point.
These jump gate lookin things that replace the hyperlane arrows. What mod adds them?
This may be the last update for the pack as it exists in it's current revision. It's gotten a bit too large for my tastes and I may either revamp it based off the modlist @vcuaoiwk provided. That will be quite far into the future, potentially post 3.3 as I have limited time.
Quick couple notes:
- I'm only playing with mods that are balanced atm. So I've omitted a significant amount of the other mods.
- Your mod collection has a LOT of visual updates that I havent played around with but I REALLY LIKE the way your collection looks! Aka I'm going to wait til you recreate your collection and then I'm going to use that :)
- Also here the link to ACG compliant mods since your collection primarily uses ACG as its main overhaul
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2012803646/1751276085133241295/
I think that resource injection alone would help it significantly but not resolve the issue. There is some concern with that strat mid/late game because from what I can tell the AI simply does not know what to do because of mod conflicts. I can provide more specific examples of this but the behavior seems more related to bugs/mod conflicts than a feature/intentional.
Also, I tested the Aesthetic Cinematic Gameplay mod pretty significantly over the past few days and while ACG does have a unique flavor to its AI it is still very functional (when using only the listed compatible mods). It might be worth reaching out to Ajey (ACG's creator) and getting feedback on mod compatibility (you can submit requests via his mod page).
also yeh there are problems with AVP at the moment, seems like the upgrade path is broken. gonna have to manually patch that.
Update: I'm about midgame and the AI is keeping up a lot better. Still not as aggressive as starnet/startech but its better than earlier.
I agree on the AI issue. Pain in the arse to actually improve it.
Also, thanks for the prompt responses :)
AI is a hard question to tackle. From what I can see in general, they seem simply do ok and then quickly lose steam in comparison to a player as they fail to exploit a lot of game mechanics. I could look around and see if its possible to add in a harder AI mod.
The incompatable mods is also potentially an issue with the AI, but I haven't had time to go through them one by one and test them to see if there is an actual impact on AI performance or if its a nonissue.
I will take a look at AVB, I've also noticed some issues with upgrading to AVB buildings.
- First, I absolutely love the collection in general. Its a nice change from all the other mega mods. The progression of weapons tech with respect to ship design makes the most amount of sense I've seen in a collection.
- However, my large gripe is that the AI is absolute trash in utilizing this collection. I play on grand admiral and with scaling difficulty and the AI simply cannot keep up even compared to base game standards (i.e. a commodre level AI in an unmodded stellaris outperforms this version.). This leads into the following:
-- Has anyone else reported this?
-- Are there any ways to boost the AI - i.e. something similar to starnet/startech? Even if its raw resource and research boosts it would be preferable to what is happening now.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2668442564
I usually copy the old IronyModManager patches, save them somewhere, generate a new conflict patch in IronyModManager, and copy over the old patches into the new to fix PD UI bugs.
Thank you! you are a scholar and a gentleperson.
@Grendael
there should be an ACG submod that reverts the old orbit paths back, just look through ajay's mod page.