Stellaris

Stellaris

Glavius mod 3.0.1
112 Comments
Dotatin 25 Dec, 2022 @ 9:05pm 
When I start a new game, all AI remains in the starting system and does nothing, don't expand, don't develop. Maybe someone knows how to solve it. Please/
sattyre 11 Dec, 2021 @ 1:49pm 
I don't know how helpful this will be, but the Irony Mod Manager says that there are two errors in this mod.
Error at line: 405 column: 1 file: common\ai_budget\00_energy_budget.txt.
Please report this error to the author of the mod: Glavius mod 3.0.1.

Error message says:

Error in common\ai_budget\00_energy_budget.txt: Ln: 405 Col: 1
Note: The error occurred at the end of the input stream.
Expecting: closing brace or statement
Other error messages:
The clause opened at ("common\\ai_budget\\00_energy_budget.txt", Ln: 379,
Col: 25) was not closed.

and

Error in common\ai_budget\00_energy_budget.txt: Ln: 405 Col: 1
Expecting: closing brace or statement
tjgydl1468 15 Sep, 2021 @ 12:14am 
can you update version for the last update?
Hutch 25 Jul, 2021 @ 2:21pm 
@Peter34 Thank you very much!!
Peter34 25 Jul, 2021 @ 3:47am 
There's a mod in the Workshop that override-fixes the Primitive Survey Bug, no matter which mod causes it, if you place the other mod in the correct load order in the Launcher.
Hutch 24 Jul, 2021 @ 4:29pm 
I need to confirm the bug. Neither can the exploration be completed, from the system with primitive Civ, nor can it be built with starbase etc.
mayhemsennet 23 Jul, 2021 @ 2:25pm 
Any update or fix incoming for the bug regarding the inability to survey Systems that contain Primitive culture planets?
neph 11 Jul, 2021 @ 9:41pm 
As of Jul 2021 attempting to survey a planet with a primitive civ plays the "survey complete" voiceline but does not survey the planet; resultingly, it's impossible to survey primitive civ planets & thus neither entirely survey systems with primitive civs within them.
Maldrood 17 Jun, 2021 @ 3:04pm 
Will this be updated to 3.0.3?
Tovius 3 Jun, 2021 @ 11:18am 
I don't remember off hand, I saw it while looking through the error files to check my own mods for bugs.
Pagan Min  [author] 1 Jun, 2021 @ 8:29pm 
Which file was it in?
Tovius 25 May, 2021 @ 5:01pm 
Just a heads up, count_pops/count_owned_pops has been replaced with count_owned_pop (without the s)
Czechys 16 May, 2021 @ 2:02am 
I disabled all other mods to find what mod caused this. But the bug seems to occur at the game generation phase because even after disabling all mods i was still unable to scan primitives.
Pagan Min  [author] 15 May, 2021 @ 5:29pm 
I never test using the open betas nor use any of the open betas so that's probably why I didn't detect that in any of the tests. I'll still look into it though because I'm going to fix it regardless. But at the same time if I don't find a issue well then it might be a mod conflict that will get fixed once I'm done refining this thing a little bit more.
Peter34 15 May, 2021 @ 10:40am 
I’m using this mod with the 3.0.3 beta, and I’ve found one Primitive, which caused no problems.

Are you using More Events Mod? Or StarNet AI?
Czechys 15 May, 2021 @ 7:54am 
On 3.0.3beta this mod makes it impossible to scan primitive civilization planets.
Peter34 14 May, 2021 @ 10:31pm 
Does it work with the 3.0.3beta?
Pagan Min  [author] 14 May, 2021 @ 1:36pm 
Alright pushed out an update for it. I still want to refine it and make it better but this version is stable and the AI has been performing well. @BlackTigerAce I forgot you wanted a legacy version so I'll upload a legacy version and add a link in little bit.
Pagan Min  [author] 9 May, 2021 @ 10:38pm 
Expect a update no later than Friday for 3.0
Pagan Min  [author] 9 May, 2021 @ 10:33pm 
Roger ;)
BlackTigerAce 9 May, 2021 @ 5:19am 
hi mods dev, plz make this one as legacy 2.8.1 version, separate it with 3.0....+ version
Peter34 30 Apr, 2021 @ 7:23pm 
Looking forward to an updated version of this mod!
tjgydl1468 30 Apr, 2021 @ 6:47pm 
okay i'll be waiting
Pagan Min  [author] 30 Apr, 2021 @ 6:33pm 
Yeah I'm working on a update now the AI is shit in late game
Pagan Min  [author] 29 Apr, 2021 @ 9:25pm 
I'm running a vanilla test right now and so far it seems like this mod might be obsolete. Don't get me wrong I am still checking to make sure that it keeps up with tech, that the economy is solid, and that it can handle it's bureaucracy but if this mod is obsolete well then I'll let you guys know and pull it off the workshop. Sorry for being so late by the way got caught up with finals and the end of this semester in general. But yeah I'll definitely let you guys know by tomorrow if it's obsolete or if it's going 3.0
tjgydl1468 29 Apr, 2021 @ 1:27pm 
when version 3.0 release?
Pagan Min  [author] 16 Apr, 2021 @ 11:22am 
I’m going to work on that soon. Don’t expect a patch by the end of the week but I will try try to get one out soon.
tjgydl1468 16 Apr, 2021 @ 6:07am 
how about patch for the 3.0?
Pagan Min  [author] 4 Apr, 2021 @ 6:28pm 
Yeah the energy budget is missing a bracket for sure however when I went into the files to fix it the entire mod fell apart. So far it's missing the bracket and all the budgets are running fine so I'm probably going to leave it alone. Plus there is a massive update rolling through that is going to mess everything up so I'll figure out what's happening with that while I am fixing everything else.
Dryus 3 Apr, 2021 @ 10:53am 
Hello.

Maybe the last } is missing?



00_energy_budget.txt

energy_upkeep_country = { # Covers most other things
resource = energy
type = upkeep
category = country

potential = {
always = yes
}

fraction = {
weight = 1
}
}
星辰耀龙 2 Apr, 2021 @ 8:53am 
thanks,I hope u prepare update for new dlc....
Drago Duval 15 Mar, 2021 @ 3:20pm 
Might just be on my end then, i modify the define for my own use, so when i compared both my modded define and this mod one, the only difference seemed to be the line that i changed, but i might have either bypassed it or made the same change.
Pagan Min  [author] 15 Mar, 2021 @ 2:01pm 
The original mod replaced it too I didn't really go in and enhance anything I just updated everything that was outdated. As for the defines I could of sworn that there were a couple of lines in the defines that were different from the original but. I not I'll delete the defines but if so I'll just refine the defines.
Drago Duval 14 Mar, 2021 @ 10:30pm 
Just a quick tips, not sure if the original mod did that too, bu you are replacing the define file completely, not just using a overhaul file, making this mod incompatible with pretty much any others mods who do just that.

Also said define file is just the same as the original one from the game, so it's not even useful.
Pagan Min  [author] 2 Mar, 2021 @ 7:41am 
Yeah most likely
Mythrantar 2 Mar, 2021 @ 6:33am 
I am assuming you would need a compatibility patch for things like NSC2 and Gigastructural Engineering, right?
Pagan Min  [author] 20 Feb, 2021 @ 1:12pm 
Haven't finished anything yet mostly because I know that a new update is rolling out and as soon as I update this mod the game will receive a massive update that will destabilize the mod.
Nekcarb 20 Feb, 2021 @ 9:13am 
@Pagan Min , first of all thank you for doing this. Secondly, has @Nin's points about bureaucratic buildings and empire sprawl been addressed?
Pagan Min  [author] 14 Feb, 2021 @ 1:04pm 
@ThePresident44 Facts
TazVadu 11 Feb, 2021 @ 12:37pm 
This mod works well for me, AI builds enough bureaucratic centers. Overall a pretty great mod, enemy empires stayed relevant until the endgame when I got large enough fleets, and even then they were still challeging to war against. Playing at Commodore with scaling difficulty.
Pagan Min  [author] 7 Feb, 2021 @ 11:04am 
yes
Mr. Adequate 7 Feb, 2021 @ 2:57am 
Does this still need compability patches as the old mod? For example for planetary diversity.
Pagan Min  [author] 3 Feb, 2021 @ 6:30pm 
Alright thank you I will add this to the description
Zipzopdippidybopbop 3 Feb, 2021 @ 3:43pm 
Hi Pagan Min;

Just messaging to say that this mod conflicts with Acquisition of Technology/AoT; at game start with this enabled, for some reason the AI assumes to treat every AI empire as a Fallen Empire; after a month ingame each AI capital admin building is replaced with an Ancient Palace.

No idea why, but after extensive testing I've narrowed it down to this mod as the culprit.
Death 2 Feb, 2021 @ 8:32am 
Pretty sure that Glavius was making this mod before the bureaucratic buildings and empire sprawl. I would guess its not even coded or made aware that the AI even have to make these buildings
Pagan Min  [author] 2 Feb, 2021 @ 4:14am 
So in all the building files there is a weight to ensure it builds said buildings, a economic plan to instruct the ai how to manage it's economy at certain milestones in the game, and a budget to tell it how to budget, but obviously paradox did a bad job. So what glavius did is made some modifications to the budgeting files to ensure the ai would prioritize essential resources as well as made some tweaks to the economic plan. However none of those modifications involve admin, strongholds, or a couple of other special buildings that wouldn't be necessary to keep the ai's economy in the green or encourage to invest further in research. As for the upgrading fleets I took a look and didn't see any weights to encourage the ai to upgrade it's fleets, so I am thinking that the fleet issue comes from a combination of the ai focusing on other things first as well as a slow down in research do to the low admin.
Death 2 Feb, 2021 @ 12:44am 
I was running a couple of visual mods like outliner mod but nothing that changes the game fundamentals. I think the ai will only build resource building based on weight of how negative or close to negative they are. I see starnet ai has the same issue with beuracracy buildings but their ai does not just ignore building it , it also deletes the first starting building lol. I don’t know anything about coding but I remember glavius refuring to resource weights or something like that a long time ago
Pagan Min  [author] 1 Feb, 2021 @ 5:03pm 
As for the admin there is no economic plan for the ai to build additional admin, noor is there a budget for admin in the base game or the base mod which is what this fix is based off of. I could work on implementing a budget or economic plan but it will take some time since I also got school I got to do as well.
Pagan Min  [author] 1 Feb, 2021 @ 4:50pm 
Yeah idk what could be causing the tech issue I tested this version and have noticed that sometimes the ai will focus on other things than upgrading ships but they will upgrade. Were you running any other mods during the run?
Death 1 Feb, 2021 @ 8:04am 
I watched the first 80 years on observe on fastest and this seems quite stable. But the main issue I saw was that the AI does not build Bureaucracy (empire sprawl) Building, and does not seem to update their ships with new tech.