Stellaris

Stellaris

Technology Rubberbanding
37 Comments
Laidback 17 Aug, 2024 @ 11:38am 
thank you for the reply. :)
Laidback 17 Aug, 2024 @ 11:38am 
Okay. so then for Behind it's all always a bonus and for Ahead its all always a debuff. For some reason I was fearful I could apply a debuff to Behind players. lol

if things are broken I'll let ya know but it at least loaded without issues.
Young  [author] 16 Aug, 2024 @ 5:38pm 
@Laidback I havent updated the mod in a while so let me know if anything seems broken. If you want to give a behind player more bonuses then set the modifier higher.

2x behind modifier will give you twice as much research bonus when behind (compared to the default 1x) and a 0.5x modifier will give half as much research bonus when behind (when compared to the default 1x).

If you want to only give bonuses to those behind and not harm those ahead then turn off the ahead multiplier with the checkbox.
Laidback 16 Aug, 2024 @ 9:42am 
so if I want to give the behind players a bonus do I set the modifier over 1 or under 1? in game it is default set to 1 for Behind and Ahead.
Reyzel 18 Nov, 2023 @ 4:13pm 
@GlitchFling108 both do different enough things that having both is beneficial
GlitchFling108 8 Oct, 2023 @ 1:12am 
Hey, I recommended to use Technology Diffusion over this

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3047070190
borsk 23 Sep, 2023 @ 2:22am 
does this still work in 3.9?
Young  [author] 17 Jul, 2023 @ 6:13pm 
@Olympia Thanks for the feedback! I have now added a trigger so the TR_host / starting event will only be assigned / happen to a player. Should now make everything work even if the player is not tag 0.
Olympia 16 Jul, 2023 @ 8:29am 
Thanks for this much needed and masterfully crafted mod! I've been looking for something like this since the start of Stellaris.

I was running into what's probably a niche issue where I (in single player, never play MP) did not consistently get the "TR_host" country flag because it was going to player 0. It seemed to be the case that any time I used a special system initializer, like Sol, I was being made player 1 rather than 0, thus not getting the flag nor getting the ability to get the menu at game start or the edict to change settings, as it seems to go to player 0 only. It's possible this is a weird mod interaction, as I didn't test it in isolation from the rest of my mod list.

I added: every_country = { limit = { is_ai = no } to the immediate section under techrubber.1 to consistently get the flag, which solved the problem. Not sure what this would mean in MP, but just thought I'd share in case anyone else runs into this while playing.
Young  [author] 23 Jun, 2023 @ 3:01pm 
@Odd_server, did you get the edict to work? When you use the edict it should launch a window that lets you edit the settings.
Odd_server 19 Jun, 2023 @ 5:03am 
I want to rejiggle the settings but as soon as I click the edict it expires instantly. What do? : /
САНГВИНИЙ 7 May, 2023 @ 11:47am 
In \localization\english\TR_l_english.yml only 8 lines
САНГВИНИЙ 7 May, 2023 @ 11:46am 
And where is the localization text? I would like to translate a mod for my games.
LAJ-47FC9 27 Apr, 2023 @ 1:20am 
Absolute preliminary testing suggests that the mod works just fine. Setup event works fine, no event spam, now just to see if the rubber-banding... bands... rubber. Wish me luck! ^-^
LAJ-47FC9 23 Apr, 2023 @ 1:54am 
Looks like I'm the test dummy, then! Give me a few days to get bored of my current run.
Young  [author] 22 Apr, 2023 @ 4:17pm 
I personally haven't played stellaris in a while, but if it ever breaks ill fix it when notified here
LAJ-47FC9 22 Apr, 2023 @ 3:39pm 
Does anybody know if this one still works? I imagine it would, but it's always good to make sure.
Young  [author] 10 Dec, 2022 @ 11:50pm 
@Rounix All fixed!
Young  [author] 10 Dec, 2022 @ 4:10pm 
@Rounix Ill have a look thanks for letting me know
Skibidi sigma 10 Dec, 2022 @ 3:27pm 
Hey, it seems that the UI of your mod is messed up.
Young  [author] 5 Nov, 2022 @ 4:58pm 
@David You're welcome :) !
David 5 Nov, 2022 @ 10:42am 
Thank you for this mod. It really helps keep AI up to speed, as well as helping newer players!
lyra_tcm 4 Jul, 2022 @ 9:02am 
While i like the idea of this mod i think it punishes taller empire too harshly. n its current state a taller empire whos only advantage is their tech will be punished for that. Compared to a wider neighbour who has just done wars for land/vassals and now has a huge economy and also far cheaper techs to boot while they do catch up removing any advantage tall might have especially when tall is already weak.
This could be remedied by adding a additional modifier for empire sprawl including that of vassals. a higher sprawl means that the bonuses are smaller and the negatives are bigger and vis/versa
Young  [author] 18 Jun, 2022 @ 9:49pm 
@Sindusk Should be fixed. Thanks for bringing it to my attention.
Sindusk 18 Jun, 2022 @ 9:06pm 
Hey, this mod is coming up with an error in Irony:

Error at line: 1050 column: 2 file: interface\TR_gui_main_menu.gui.
Please report this error to the author of the mod: Technology Rubberbanding.

Error message says:

Error in interface\TR_gui_main_menu.gui: Ln: 1050 Col: 2
}
^
Note: The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace
Other error messages:
The clause opened at ("interface\\TR_gui_main_menu.gui", Ln: 5, Col: 24) was
not closed.
Young  [author] 7 Jun, 2022 @ 10:31pm 
@Zak Your got it. If you add mid game you should just need to run techrubber.1 so there is a "host" nation and some values for the modifiers. Theres not much to go wrong when adding the mod midgame, but if anything does happen let me know
Zak 7 Jun, 2022 @ 2:45am 
Is this a easy way to add this to a save mid game? I think I just need to activate event techrubber.1 and maybe some other events but is their anything I need to look out for?
Young  [author] 28 May, 2022 @ 7:28pm 
@Xilr Yes, the penalties can be adjusted mid-game. You should find the option under edicts called Tech rubberbanding settings. Putting in some sort of limit for ahead of time should help you out.
Xilr 28 May, 2022 @ 1:19pm 
Lol, a couple hours later.....I can no longer modify species. I have a 336% penalty and everything but engineering has come to a screeching halt. There are a lot of revolutions in the universe, and a whole lot of civilizations are probably dragging the universal average down. As a result I'm now dead in the water tho.... yikes.
Xilr 28 May, 2022 @ 9:44am 
Can it be adjusted in game? Due to rubberbanding penalties I am making "No progress" in physics. The penalty is up to 277% and that was enough to totally stall physics.... yikes.
Young  [author] 31 Mar, 2022 @ 5:31pm 
@Omega Thanks for the feedback.
1. Ill look into the Dynamic Mod Menu
2. Implemented!
3. Unfortunately, I think its unavoidable, if you got any solutions let me know.
4. with the newest update you can customise to your hearts content!
Young  [author] 31 Mar, 2022 @ 3:43pm 
For anyone that is coming here because of broken modifiers due to update:
Steps to fix:
1. Type "effect set_country_flag = TR_host" into console
2. Go to edicts and select TR settings
3. Ensure all settings look okay
4. Click Confirm. Everything should update correctly on year tick
Omega 28 Mar, 2022 @ 12:38am 
Great mod! I am really liking this idea. Just a bit of feedback for you.
1. Integrating support for the Dynamic Mod Menu would be so very helpful. - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2458024521
2. Having the presets set at a reasonable middleground would be ideal.
3. The only downside of the current system is the fact that it is also counting 1 planet spacefaring primitive empires. This tends to artificially drag down the ratio a little bit.
4. I think more aggressive scaling on the "behind empires" would help a great deal. I'm personally going to try testing 1x penalty for ahead and 10x bonus bonus for behind. That's probably where it is going to need to be in order for the percentage bonus to overtake brute forcing with science.
Lurivar 23 Mar, 2022 @ 9:58am 
That's a splendid idea ! Should balance a lot of issues in multiplayer !
Young  [author] 21 Mar, 2022 @ 10:50am 
@PookySmile Planning to make a custom event with alot more info and customisation. For now I will include it in the steam description (sometime later today). Thanks fro the feedback!

@Jfp3 Thanks!
Jfp3 21 Mar, 2022 @ 12:26am 
Looking very much forward to trying this on next playthrough. Good effort!
PookySmile 20 Mar, 2022 @ 10:55pm 
So.. Any real numbers?
The ingame menu offers x1 x2 x3 modifiers.. x1x2x3 to what?
Does it affect empire science output / or scientist output / or tech costs? Or something completely different?
The idea of this mod is really good, but do u really expect people to open google docs and try to make sense of what's there?
Pls, give a more detailed description. :steamthumbsup: