Stellaris

Stellaris

Research Rubberbanding
28 Comments
McAwesome  [author] 9 Jul, 2023 @ 2:59pm 
it's likely broken
Maschinenmensch 8 Jul, 2023 @ 2:44am 
Does this still work?
McAwesome  [author] 7 Sep, 2021 @ 3:00pm 
You could try starnet ai (assuming it works on the latest version)
Dr Jimothy 7 Sep, 2021 @ 7:24am 
Nice. Now all I need is something that will get the AI to actually make use of all the resource bonuses I give it and actually build some fleets for me to crush >:)
Bluetail 4 Aug, 2021 @ 1:58pm 
Meh won't hurt to try.
McAwesome  [author] 4 Aug, 2021 @ 1:05pm 
I mean you can always try it, I just can't guarantee it'll work as intended
Bluetail 4 Aug, 2021 @ 10:22am 
Darn, cause I notice some AI shouldnt really be falling behind in some overhaul mods.
McAwesome  [author] 4 Aug, 2021 @ 9:14am 
doubt it
Bluetail 3 Aug, 2021 @ 11:31am 
Think this would work for total conversion mods or would that be problem? Say Fallen Republic for examble.
Fallsondoor 27 Jan, 2021 @ 2:48am 
Currently the mod cancels out all pop resource production modifiers.
McAwesome  [author] 14 Jan, 2021 @ 12:42pm 
The event should be triggered on yearly pulse. I feel like there might be missing countries or something else going on.
danielthelaw 11 Jan, 2021 @ 7:47am 
So it should assign some modifiers like "Not ahead of time", "Ahead of time" etc?

And I believe it indeed does assign these modifiers for every empire in my game, it just cannot calculate the correct modifier?

Is there any way to check this calculation in console or whatever? Like, trigger event from console maybe?
McAwesome  [author] 10 Jan, 2021 @ 1:47pm 
hmm
I don't see any reason why it wouldn't work
danielthelaw 10 Jan, 2021 @ 9:51am 
McAwesome  [author] 10 Jan, 2021 @ 8:52am 
could you please provide your error log?
McAwesome  [author] 10 Jan, 2021 @ 8:04am 
what mods are you using
danielthelaw 10 Jan, 2021 @ 4:09am 
Hey, so I am using your Research Rubberbanding mod and it doesn't look like it's working.

On my empire which is one of the top in science there is still "Not ahead of time" modifier.
I switched to an AI empire that is Pathetic compared to me but there is the very same modifier

Am I missing something here?

https://imgur.com/a/e6e9FHu

here is that Pathetic AI.
McAwesome  [author] 30 Aug, 2020 @ 7:38am 
i'm not sure how this mod interacts with technology mods, but it does not modify any vanilla components, except economic categories. i don't know how exactly overwriting that works, but if another mod happens to overwrite the changes from this one, it might cause problems.
however i think that would require a file with the same name.

if there's a mod which directly modifies research production of jobs or adds other research producing jobs, that might also cause some problems as this mod only affects vanilla jobs and does so by modifying their output by a flat value and not a percent.
McAwesome  [author] 30 Aug, 2020 @ 7:23am 
highest penalty is -100% (0x) at +100% and highest bonus is +900% (10x) at -100%

I believe the formula for penalties is [((x * 100) * ((x * 100) + 1)) / 10000] and [((x^2 * 100) * ((x^2 * 100) + 1)) / 10000 * 9] for bonuses, where x is how many % ahead or behind the country is compared to the galaxy average. 15% ahead => x = 0.15.

also, this is not based on tech score.
assuming the trigger works based on amount of techs, the comparison is based on t2 and there's 50 t2 techs, if the galaxy average is 30 techs, and you have 40 techs, that counts as 20% ahead. if it's 75 techs and you have 70 techs, that counts as 10% behind. [galaxy average / t2 techs - your techs / t2 techs]

i would make it so the 30 and 40 techs example is 25% ahead, etc, but that comes with the issue where you'd get a huge bonus at the start of the game for being 3 techs ahead, and the opposite problem late game
Diablo1099 19 Aug, 2020 @ 3:17pm 
How does this mod interact with technology mods like Cache of Technologies?
BlackLaser 18 Aug, 2020 @ 9:34pm 
how big is the highes penalty and how big is the biggest bonus? and if there is no limit could you give the equation on how you calculated the penalties and boons?
McAwesome  [author] 22 Jul, 2020 @ 10:02am 
in vanilla, these are 'default' and 'prikki'
if you can pick it in the multiplayer empire select, it's playable
McAwesome  [author] 22 Jul, 2020 @ 4:41am 
empires that are of a type which has 'playable = yes' in their definition
megabot 21 Jul, 2020 @ 8:01am 
i have a question: what do you mean with playable empires? no fallen empires or no empires that aren't used by a player?
Mthis 27 Jun, 2020 @ 12:18am 
Im using other mods, but i activate yours last. I have tested it down to yours for some reason (I do not know why or how) causes the issue. I think it could have somthing to do with the Economy Categories or somthing else.

All i know is it seems to break any modifier to Specialist Jobs too, like Artisans and Foundry Workers, for some weird, reason.
McAwesome  [author] 26 Jun, 2020 @ 4:14pm 
1. Are you using just this mod?
2. Need more info
Mthis 26 Jun, 2020 @ 8:44am 
I am not sure how. But this mod seems to break other things related to the economy in the game, mostly the Economic Policies and the like, as well as traits that should provide bonuses to tech based stuff.