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There is nothing on the top of the page nor within its description, as can be found with other mods or other games. Which is somewhat irritating but FA I can do about it.
I would be interested in trying to resolve and incompatibilities.
Would you be able to post a link for the version of Starnet you are using so I can test it?
Thank you!
From looking at Starnet, it already does most of the things this mod does and so in my opinion, is the source of the incompatibility.
What great idea are you referring, because I see no great idea posted?
The only thing hard coded by the developers I.M.O. is their incompetence as per my paper bag analogy.
Because it doesn't. Failadox Interactive couldnt program their way out of a paper bag with the instructions inside to show them how. That is why modders have to do it for them.
On Vanilla it will only attack an empire it has overwhelming status to, regardless of whether it declared or was declared on. It might move a fleet up to a border and just sit there, because as I explained in an earlier post, the AI declares war based on its Fleets Fleet Power and the empires Fleet Power it declares war on. If that empire has a superior+ Defence, it won't attack that system.
As long as Glavius is loaded before this mod, there should be no compatibility issues.
The main concern with Glavius is that it overwrites any mods that use defines.
No problem Astartes!
Please double check if you are using Glavius Mod. If you are, please make sure this mod loads after Glavius as Glavius carries an override on defines that erases all changes that this mod mades. (I went into further detail on the mod description above.)
If you do notice that this mod does not work or has no effect, I would appreciate your help in listing which mods you are running to see if there are any other compatibility issues.
One other poster mentioned that it does work with Starnet.
That said, please ensure that it is the final mod loaded.
That's a strange outcome. Most of the commenter's experience aligns with mine which is that the AI will be more eager to defend their systems and fight a war with a "frontline"
That said, a few players did note some strange behaviour depending on mod load order. As this mod only modifies the defines, would you be able to make sure that it is the final mod loaded?
Thats nothing to do with economic competence, that is scripting/programming INCOMPETENCE
Don't tell me the programming cannot be done, other games have proven they have an AI capable of performing the task within their relevant mechanics. Failadox have chosen not to implement any effort to apply it to their game.... I imagine most their team are working on CK3
It doesn't have the economic competence to build fortifications, but it does have the competence to build a 300k fleet power. Now correct me if I am wrong, and this is aimed at anyone not just Ragnarok, but doesn'f a fleet and a space station run off the same economy? Don't they both run off of energy credits and alloys (mostly, lithoids might be the exception)?
However what has competent economy have to do with, upgrading a space station to Starport, on your border with the Fanatical Purifier who you know will eventually attack you, and then fill its slots with Anchorage or Shipyard modules, and no defence ones? Modules that might deter an enemy fleet?
It isn't, what's hard is making a competent economic AI that can *support* that fortification. Plus the AI has no concept of tech prioritization either.
On your notes about the fixes and defenses, I can't help but agree. There are a lot of settings in this game that provide circumstantial evidence that PDX are devoting minimal resources to fixing the game.
For example, rather than create a useful starbase system, PDX instead just give starbases ungodly amounts of hull, armor, and shield. So much so that, a starbase's fleet power is quite high, but, in reality, they are just giant bricks of health and offer no real offensive capability.
Similarly, rather than fix the economy AI, which is largely hard coded, the game just does all kinds of shenanigans with AI resources. It's not at all surprising that Glavius AI mod chooses to just delete and create buildings forcefully to fix the AI.
If this mod is the last one on your list, it should be loading last. I suspect that the AI must be caught in a loop where it can't decide between two equally weighted decisions. If you still recall the general game state (i.e. the disposition of enemy forces, if there was any planets you conquered nearby, etc.), it may help me narrow down which settings to tweak a bit further.
Why put in 100s of man hours to fix an issue when one person can do it, and they're not even on the payroll.
It cannot be hard to instruct an AI to build the ultimate defence station on every border crossing out of their territory be it hyper lane, worm hole or active gateway. They just need to put in the effort.
They seem only interested in releasing new DLC which inturn will break more of the game, but their thinking to me is.... least we have the moderating community to fix our crap