Stellaris

Stellaris

SteinAI (Outdated)
44 Comments
Nettle 3 Oct, 2021 @ 3:38pm 
I am curious, does this function with Lem?
dhrxowls 24 Jun, 2021 @ 10:17pm 
I'm talking about is using a translator.
The mod you made is very good, but there are problems
Because ai uses resources too much, the transaction agreement with ai continues to be broken due to lack of resources. Before the treaty was broken, I into the tag console and found that ai using Distribute Luxury Goods(etc) without resources seems to be the cause. I hope you can solve this problem.
Builder 2 Jun, 2021 @ 7:11am 
@Koshachiy There's a mod that reworks arcology decision, You'l need to manually solve the Decision conflict with SteinAI with IronyModManager As even if the mod is below SteinAI it will be overridden.
(Flexible Ecu)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2299526918
Now I haven't actually tested this out in game for SteinAI, So their may be something that isn't showing up in the conflict list that breaks something.
Steintim  [author] 2 Jun, 2021 @ 5:55am 
@oil888j it wont break with nsc but ill have to make a patch so it really works
oil888j 2 Jun, 2021 @ 2:31am 
Can it be used with nsc mode?
Steintim  [author] 28 May, 2021 @ 4:43am 
@Koshachiy i uploaded a fix thanks for the bug report
Nettle 27 May, 2021 @ 4:08pm 
I will be able to repay your patience with me. There's a slight error in the amenity_buildings file that prevents a player from building the second level of clinic.
Steintim  [author] 21 May, 2021 @ 4:12pm 
@Koshachiy if you want to ask more about AI modding (or modding in general) consider joining the stellaris modding den discord server. (I talk a lot there with the starnet dev in his channel)
Nettle 21 May, 2021 @ 4:07pm 
Thank you taking the time to answer all of my inane questions.
Nettle 21 May, 2021 @ 4:06pm 
.....wow. So the AI wastes an entire perk slot in vanilla.

Huh.
Steintim  [author] 21 May, 2021 @ 4:03pm 
@Koshachiy getting the AI to actually make an ecu is almost impossible (turning everything into city and industrial/ saving up the minerals). It should honestly also be 0 in vanilla if you ask me since they already set the weight for the ecu decision to 0.
Nettle 21 May, 2021 @ 3:52pm 
Thank you so much for your patience. Last question, I promise!

You seem to have set the ai weight for the city planet perk to zero. Could I ask why?

Sorry, I'm a bother, I know. I'm just curious and I know just enough about things to be truly dangerous. :V
Steintim  [author] 21 May, 2021 @ 2:48pm 
@Koshachiy they are jobs that never actually exist. I have them setup in a way that fools the AI into thinking a building produces something when it doesnt. I mostly use them to force the AI to build resource building and upgrade factories/foundries.
Nettle 21 May, 2021 @ 2:06pm 
Do you mind if I ask what the dummy jobs included in your mod do? I ask because I run a clothing mod that gives different jobs different clothing, and if these are actual job-jobs that show up in the UI, I might need to make a compatibility patch. With your permission, of course.
Nettle 21 May, 2021 @ 1:34pm 
Most excellent. Thank you for the response!
Steintim  [author] 21 May, 2021 @ 6:18am 
@Koshachiy the main reason the AI doesnt build research in vanilal are due to bad economic plans but blocking districts and forcing them to build resource buildings for higher efficiency gives them more opportunities to build research
Steintim  [author] 21 May, 2021 @ 6:16am 
@arenam i have fix that ill push (hopefully) later today but for now you can use the expansion planner (F5) to see districts
Nettle 21 May, 2021 @ 4:00am 
I can also confirm the garbled planetview.
Nettle 21 May, 2021 @ 3:40am 
I'm curious, does this fix the fact the AI seems to struggle with the concept of building research labs?
arenam 20 May, 2021 @ 9:11pm 
As far as I can tell, this is only visual.

The only issue I've observed is that it prevents from seeing at a glance what you'll be able to build on an uncolonized planet ; you have to look at the planetary feature to check if the planet is good for mining, farming, etc...
Steintim  [author] 20 May, 2021 @ 7:10am 
@arenam is it actually affecting gameplay or just visual? The code disables building new districts for the Ai sometimes but that shouldnt affect the player. Ill try and see if I can fix it but I can assure you that it shouldnt have a gameplay impact and wont corrupt saves.
arenam 20 May, 2021 @ 6:12am 
Heya! Thanks for your cool mod.

I'm having issues today, using both the latest version of Stellaris and this mod: when it's active, the view of the districts for uncolonized planets get garbled ; when inactivating the mod, the view gets ungarbled, even for saves that were previously using the mod.

I tried unsubbing and resubbing, without success.

Assuming the mod is really behind the problem and you find the fix, do you know if the saves are corrupted, or if we can play them without ill-effect post fix?
SylvaCoin 12 May, 2021 @ 4:36am 
I'm probably one of the last comments on that page. I know about it. Thanks. I don't think 3.0.3 is necessarily going to be incorporated into the main game. I think it's a test of different features, but s'okay. Appreciate the explanation of what this does. Great work!
Steintim  [author] 12 May, 2021 @ 3:45am 
@SylvaCoin This mod currently only changes the AI economy with only some very minor changes to the way military targets are weighted. I will not make a version for 3.0.2 since I play on the latest version myself and going back and forth is more work than i want to do. If you are looking for a competetive/ agressive AI I recommend Starnet.
SylvaCoin 12 May, 2021 @ 3:35am 
Perhaps have a 3.02. and 3.0.3 version of this. Also more details about how this is different than vanilla. Does this effect any Diplomacy/Opinion modifiers? To me vanilla is way too soft. Militarist/Authoritarian, Slaver Guilders should be more aggressive with first contact approaches etc. But not Xenophiles or Pacifists. Does tihs impact military decision-making? I'll keep an eye on this.
Steintim  [author] 11 May, 2021 @ 12:37pm 
Im sorry to everyone who got a broken save from the latest update but I just noticed that I made an error while updating to the 3.0.3 beta and didnt remove the added jobs from resource buildings.
herki 10 May, 2021 @ 8:17am 
It seems they are not struggling. I will test it little more.
Steintim  [author] 9 May, 2021 @ 1:43am 
@herki the economic plans are used based on mid/end game start date but I set them up in a way that makes the AI always want more if it reaches its goals

Getting the AI to specialize planets is almost impossible to setup without heavily modifiyng buildings which would make this mod incompatible with mods that add buildings

In regards to the 30 admirals i havent changed anything there but ill look into it

Are the empires struggeling with energy in a defecit or do they just have negative income. (Im still working on this but as long as they dont run out they can usually recover)
herki 8 May, 2021 @ 5:00pm 
ok my mistake empires that have problems with unemployment have servitude pop.
herki 8 May, 2021 @ 4:49pm 
one of the AI hired like 30 admirals
herki 8 May, 2021 @ 4:47pm 
Empire struggles with energy one out of five is in positive rest are in negative.
herki 8 May, 2021 @ 4:45pm 
I think when empire has certain amount planets it should specialise some planets explicitly.
herki 8 May, 2021 @ 4:31pm 
with only this mode same thing happens little bit later.
herki 8 May, 2021 @ 4:31pm 
Ai will not build new buildings or upgrade when there is unemployment this happens 75 years into game. One AI is ahead of others and maybe achieved early game goals. I use some mods but nothing that will boost AI.
herki 8 May, 2021 @ 4:29pm 
early game economic plan how long this will last and when mid gamer will be used?
Steintim  [author] 8 May, 2021 @ 3:38pm 
@herki i am on the stellaris modding den but i dont have my own channel there. Or you can post it here in the comments i dont expect to get so many to where i cant read them all.
herki 8 May, 2021 @ 3:18pm 
Do you have discord channel where I can report any issues or findings
Steintim  [author] 8 May, 2021 @ 2:11pm 
@herki my intent is to be able to use this mod with any mod collection i play with. I havent done much testing with mods but theoretically there should be no problems. In regards to help i would appreciate any bug reports or cases where the AI fails economically.
herki 8 May, 2021 @ 1:26pm 
Do you use any mods when running this @Steintim and do you need any help? It seems interesting concept.
Fahrenheit-Os 8 May, 2021 @ 4:04am 
Let's try it on my toaster !
Steintim  [author] 7 May, 2021 @ 4:08pm 
@herki generally yes but i cant promise anything due to some hardcoded parts of the AI being unaccesible to modders
herki 7 May, 2021 @ 4:05pm 
with your mod does AI build buildings mid or late game when there is an unemployment issue?
Steintim  [author] 28 Apr, 2021 @ 11:12pm 
@Peter34 I edited the minerals budget of the AI to only allow it to use minerals for planet development when there are no planets with more than 2 free jobs. This has generally lead to a great improvement in AI performance because their income and deficits more closely repesent what they will be when all their jobs are full. I also plan to edit the energy budget to keep the AI from constantly running deficits. I also made some miner changes in the defines to make the AI smarter about buying slaves and using their jump drive.
Peter34 28 Apr, 2021 @ 5:14pm 
Can you tell a bit about what you’re doing?