Stellaris

Stellaris

Proactive and Mobilised AI
91 Comments
I Darkstar X 22 Oct, 2023 @ 11:12am 
Can anyone vouch for this mod in 2023?
J6 29 Nov, 2021 @ 6:06pm 
@god eftermiddag Load it up and find out, big brain
SEZER 28 Oct, 2021 @ 9:30am 
good
Skull One (Shrout) 25 Aug, 2021 @ 1:32pm 
Im still using it and it seems to work
Illisis 21 Apr, 2021 @ 7:53am 
keen for an update, even if it's just an update to say its up to date lol
deamax 16 Apr, 2021 @ 7:38pm 
Does this work with 3.0?
Xeonzs 24 Feb, 2021 @ 11:02am 
As someone who is using few mods (only 11, this being one of them) and this being the only one that affects AI behaviour, I'm not seeing any issues, the khan mid-game event worked fine, the crisis worked fine and indeed the AI empires tried to defend their territory and defensive allies.
lumiscent 20 Nov, 2020 @ 6:03pm 
2.8.1 compitable?
JenkoRun 16 Nov, 2020 @ 12:29am 
So, is an update required?
Dellar 14 Nov, 2020 @ 1:46pm 
so... does this mod work just fine?
I am Goot 22 Oct, 2020 @ 10:16am 
Believe it when I see it, because Paradox have completely lost my respect at the moment
Ragnarok 22 Oct, 2020 @ 6:41am 
You're probably gonna need to update this for 2.8, as that is apparently improving the military AI pathfinding.
I am Goot 16 Oct, 2020 @ 5:56am 
Yes I have to admit, that the AI seems reluctant to do anything. I am currently using it after Star Net. And I am regularly watching AIs just parking their fleets at a Home World and just sitting there despite factions taking territory off them. I can appreciate with my choice of Empire (Driven Assimilator) that when i capture a territory it becomes mine immediately, that the AI might not recognise that territory as being previously owned by it, but the other instances i have noticed, systems are being occupied for a faction that doesn't immediately claim, and they just sit there.
R.Windu 16 Oct, 2020 @ 4:05am 
I played with this mod in my current game, and I am 90% sure it stuffed with the Khans ai, because he literally did nothing the whole time he was alive besides building like 5 stations in uninhabited systems near him and patrolling him and his entire fleet back and forth across his home system until he died of old age.
Noone 10 Oct, 2020 @ 3:02am 
@Glorfy thanks man
buhbuhbuhbish 10 Oct, 2020 @ 12:27am 
the ai still stays at war doing nothing untill i come in and attack one of the two eventually. and when fighting them they dont do much besides run away and rarely attack one of their unupgraded towers back.
Glorfy 4 Oct, 2020 @ 1:10pm 
@Pete van de Pete StarNet has to be above this (StarNet above everything really).
Noone 4 Oct, 2020 @ 3:53am 
@Glorfy Urs mod load order: do u have starnet above or below this one??
Carniak  [author] 29 Sep, 2020 @ 11:53pm 
Glad it worked out Goot!
I am Goot 29 Sep, 2020 @ 12:11pm 
After further testing, it was just Stellaris being stubborn, and crashing during loading.
I am Goot 25 Sep, 2020 @ 5:00pm 
@carniak I am unable to find a link to post to you as for the version of Starnet I am using

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 am Goot 25 Sep, 2020 @ 4:54pm 
then its possibly one of the other mods I am using which is clashing, although I dont really see how as none of the others I have should affect the AI itself
Glorfy 25 Sep, 2020 @ 3:37pm 
StarNet and this mod work fine together for me, on 60+ hour game. Using the latest version available on Workshop.
Carniak  [author] 25 Sep, 2020 @ 1:35pm 
@I am Goot
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!
I am Goot 25 Sep, 2020 @ 11:32am 
this mod combination crashes my system, I don't even get to the menu. Disable this mod, game boots up fine... go figure
drachenklinge4 (hart) 25 Sep, 2020 @ 10:55am 
I now tested it out now. Loading this mod + starnet one time at top and one time at Bottom of load order. Stellaris Always booted up fine and there were no crashes. Also the started games were smooth, so i didnt experience any compatability issues with starnet.
I am Goot 25 Sep, 2020 @ 9:29am 
@The Starnet Crowd. From what I have discovered, this mod isn't compatible with Starnet. I have been using Starnet recently, and tried to implement this mod to that playlist, (yes I put it last in the load order) and Stellaris refused to boot up and crashed multiple times.

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.
drachenklinge4 (hart) 25 Sep, 2020 @ 7:14am 
@I am Goot it seems you understood something wrong, i was not protecting the devs. I was Talking About the feasibility of Crimson ReapeRs great idea (which i have seen working in other games). As modder i would put an Event, which Gathers an AI Empires fleets at the border between the AIs decision for war and it s actual war declaration. But i see 2 issues with this. First is that the step between decision and war dec is probably hardcoded (#devs). The second is that such a heavy Event based function probably would lead to heavy Performance issues.
I am Goot 24 Sep, 2020 @ 1:12pm 
@drachenklinge "this sort of behaviour is something only the devs would be able to do" If that was accurate, this behaviour would be in the game by default.... So in my opinion, go unload every mod you and @crimson reaper are using, that's EVERY MOD and see if the AI does this naturally.

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.
drachenklinge4 (hart) 24 Sep, 2020 @ 11:27am 
Crimson ReapeR was not Talking About ai fleets going to the border after declaring war. He was Talking About the AI fleets first gathering at the border and then declaring war. This sort of smart behaviour is something only the devs would be able to do in my opinion. Any modder who attempts to accomplish this would fail or cause a really laggy game.
Carniak  [author] 21 Sep, 2020 @ 4:12pm 
@フレデリックロット

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.
Carniak  [author] 21 Sep, 2020 @ 4:10pm 
@Astartes

No problem Astartes!
Carniak  [author] 21 Sep, 2020 @ 4:10pm 
@everyone noticing no effect on the mod

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.
Carniak  [author] 21 Sep, 2020 @ 4:08pm 
@Armedwithpuns

One other poster mentioned that it does work with Starnet.

That said, please ensure that it is the final mod loaded.
Carniak  [author] 21 Sep, 2020 @ 4:07pm 
@Crimson ReapeR
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?
Astartes 19 Sep, 2020 @ 9:35am 
I have noticed some better AI movements. I am in the middle of a war in heaven and I see a lot more help between allies. very fun mod. thank you
Crimson ReapeR 18 Sep, 2020 @ 6:12am 
AI still decide to declare war but not move their fleets to the border before hand, ive seen many AI empires who are like 4x stronger than another AI empire but because their fleets are at the other end of their empire when they start the war nothing gets done and the war drags on for way too long or in some cases the stronger AI actually ends up losing because it takes too long to move its fleets and it still happens with this mod just as bad as it is in vanilla.
Armedwithpuns 18 Sep, 2020 @ 3:11am 
does this work with starnet?
Ulon 18 Sep, 2020 @ 1:59am 
I hope this will be integrated into Glavius's AI (given that you would allow him to do that and that he would consider it)
Ragnarok 17 Sep, 2020 @ 4:00pm 
That's what I mean - the AI is programmed to prioritize fleets over everything else when it comes to building military stuff, and that shows.
JenkoRun 17 Sep, 2020 @ 12:32pm 
I'm going to have to agree with I am Groot. The behaviour PDX has displayed is rather disappointing, and their failure to communicate properly just makes it worse.
I am Goot 17 Sep, 2020 @ 10:22am 
How does economic competence relate to a AI choosing to build a star base along the border of an empire who's opinion rating is in the green but build NOTHING along the border of an empire who's deep into the red?

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
I am Goot 17 Sep, 2020 @ 10:22am 
@Ragnarok correction it has no concept of prioritization of any subject,

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?
Ragnarok 17 Sep, 2020 @ 9:41am 
@I Am Goot:
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.
Crazy Old Texan 17 Sep, 2020 @ 5:20am 
I run it with starnet (set below it in the load order) and it seems to work as advertised.
Eternum 17 Sep, 2020 @ 5:06am 
does this work with starnet?
Carniak  [author] 16 Sep, 2020 @ 11:38pm 
@drachenklinge4 and @I am Goot

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.
Carniak  [author] 16 Sep, 2020 @ 11:34pm 
@I am Goot

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.
I am Goot 16 Sep, 2020 @ 8:33am 
I want an AI that can defend itself. If you play games like Sins of a Solar Empire. The AI builds star bases, and planetary defences. So I would like to think its possible, but sadly I came to the conclusion some time ago that the devs aren't interested in fixing stuff the moderating community can 'fix' for them.

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
drachenklinge4 (hart) 16 Sep, 2020 @ 8:18am 
I agree. Even though there exist smaller very helpful Events like the AI bombardment stance fix from GAI, this one would cause more Trouble than it would help, if it would be fixed via Events. I was hoping, that there would exist a define, which helps the AI to decide, where to build defense stations. But it seems it doesnt, even at the past Patches where the AI still built defense stations it was everywhere compared to nowhere in 2.7.