Stellaris

Stellaris

Smarter Hyper Relays: Improved AI (shrimpAI)
202 kommentarer
dew22797 10. juli kl. 7:53 
GOAT
Oatmeal Problem  [ophavsmand] 18. juni kl. 13:26 
@Duke Fontaine yes, they should work fine together, if you turn that mod's relay option off
If you leave it on, the AI won't build relays normally, but they'll still get this mods once-per-year construction-ship-less build
Duke Fontaine 18. juni kl. 11:35 
Would this mod conflict with the "AI Game Performance Optimization 4.0" mod, assuming the related hyper relay option is turned off?
GE0 17. juni kl. 21:27 
Appreciate the quick reply, thanks for this!
Oatmeal Problem  [ophavsmand] 17. juni kl. 21:09 
there's a minor AI conflict but nothing gamebreaking. I'll fix that, but they should be safe to use together in the meantime, just not optimal AI (but still better than vanilla)
GE0 17. juni kl. 20:59 
It sounds like tis mod might conflict with Shrouded Regions , but I may be mistaken as that mod generates hyper relay networks during map generation.
Oatmeal Problem  [ophavsmand] 22. maj kl. 17:09 
@danst31 I don't think so, but that's a good idea!

@wairui glad you fixed it! I'll look into that mod but not sure why that'd happen. I only overwrite the hyper relay megastructure
danst31 21. maj kl. 22:15 
Is the mega shipyard also a priority destination for the AI?
Wairui 21. maj kl. 19:44 
CTD fixed.
Upon double-checking my mods, there is one mod called "Bypass Adjustments" It changes behaviours of wormholes, gateways, and L-gates. On a whim, I switched the two in the load order (Smarter Hyper Relays came after the above) and Stellaris loaded fine. Since the Bypass Adjustments mod appears not to do anything with Hyper-relays... would the other types of movement short-cuts interact with hyper-relays?
Wairui 21. maj kl. 18:42 
This mod caused Stellaris to CTD upon loading. Stellaris is updated to May 21st. AFAIK, no other mod touches on hyperlane code. I have no "Total Conversion" mods.
Oatmeal Problem  [ophavsmand] 18. maj kl. 15:29 
@Rin Palora you can always remove them with a console command. See my comment on April 22, 2023
Rin Palora 18. maj kl. 13:03 
Yup the moment I saw that the AI had Hyper Relays I instantly remembered the mod existed, hopefully the galactic highway isn't already ruined in the save ^^.

Thanks for all the updates.
Oatmeal Problem  [ophavsmand] 9. maj kl. 21:35 
Btw, the 4.0 vanilla AI has gotten worse at building hyper relays. They used to use trade routes to help them decide where to build (they could make something kinda sensible by building relays along routes), but now trade routes are gone... making this mod all the more relevant.
Martok 5. maj kl. 15:29 
Okay, thanks.
Oatmeal Problem  [ophavsmand] 5. maj kl. 15:05 
@martok I haven't tested, but I think there would be some bugs with hyper relay build cost
You can grab the previous version on github here: https://github.com/oatmealproblem/michael-makes-stellaris-mods/tree/1796e8522edb0075a57aae0fca49042049b7c79e
Click the green "Code" button then "Download ZIP" (and google how to manually install Stellaris mods)
Martok 5. maj kl. 14:42 
Is this backwards-compatible with v3.14 at all?
Oatmeal Problem  [ophavsmand] 5. maj kl. 11:21 
Updated for Stellaris 4.0
Oatmeal Problem  [ophavsmand] 28. mar. kl. 9:39 
@2212569189 能用
TMDTNT 28. mar. kl. 5:27 
现在能用吗
Oatmeal Problem  [ophavsmand] 7. jan. kl. 9:36 
I always appreciate bug reports :) thanks
Glad to hear your save is working
youtubitz 7. jan. kl. 0:59 
Didn't think it would be Super useful info but figured it probably wouldn't hurt
and it did not crash after restarting the game anyway
Oatmeal Problem  [ophavsmand] 6. jan. kl. 19:55 
@youtubitz I appreciate the bug report! but 2 pieces of bad news for you:

1. That line that generated the error is actually vanilla code. (Due to how overwriting works, it appears in my file.) I'll try to investigate a bit and pass on a bug report to the devs.

2. 99+% of the time, the error log is unrelated to the cause of the crash. The error log generally only shows errors that the game "recovered" from. To diagnose a crash, you need a save just before the crash, then try disabling mods (or parts of mods) until you find the one that's causing the crash. However, sometimes disabling a mod can cause a different crash, so that's not always feasible.
youtubitz 5. jan. kl. 18:59 
i can give more of the log that was just to top bit
youtubitz 5. jan. kl. 18:56 
If i read the Crash log Right i think a Hyper relay (or relays) have caused a Crash, the log name dropped this mod

[18:09:29][effect.cpp:691]: Script Error, attempted to execute an effect on an unsupported scope!
Event: shrimpai.1
Location: file: common/megastructures/zzz_shrimpai_hyper_relay_overwrite.txt line: 146
Effect Type: fleet_event
Scope:type=megastructure
id=50332162
opener_id=4294967295
random={ 0 3117934732 }
random_allowed=yes
root=
{
[D]Mit. 27. nov. 2024 kl. 15:38 
awesome thanks!
Oatmeal Problem  [ophavsmand] 27. nov. 2024 kl. 8:15 
Yep
[D]Mit. 27. nov. 2024 kl. 7:46 
Hey is this fine for 3.14?
Skylingale 15. okt. 2024 kl. 9:06 
Hey thanks for the quick reply and for the mod itself Michael!
Oatmeal Problem  [ophavsmand] 15. okt. 2024 kl. 6:58 
@Skylingale this should still work just fine. I've been busy with work/social obligations. At this point, I'll probably wait until 3.14 to update (but that's just bumping the version number, and a small change to a tooltip)
Skylingale 14. okt. 2024 kl. 17:36 
Anyone try this banger with 3.13 yet? Does it still work?
Oatmeal Problem  [ophavsmand] 28. juli 2024 kl. 11:20 
@Null thanks! Like you want the numbers showing up on the galaxy map? I don't think that's possible
Dromillyirn 28. juli 2024 kl. 8:07 
Great mod by the way
Dromillyirn 28. juli 2024 kl. 8:07 
Anybody know of any mods where I can number parts of my hyper relay networks as though they were roads? I yearn to create an interstellar highway
Oatmeal Problem  [ophavsmand] 5. juli 2024 kl. 18:32 
@17blue17 been busy with a new job. It's now updated. Also added the ability the dismantle hyper relays, which was added in one of the 3.12 patches, but missing in my overwrite
17blue17 19. juni 2024 kl. 14:06 
Paradox changed the format for supported version to add a v so supported_version="v3.12.*" for the 3.12.5 patch. Please update. Thanks!
Oatmeal Problem  [ophavsmand] 17. maj 2024 kl. 11:52 
@zeiaxar and others
shrimpAI now supports total conversion mods via a separate mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3241944359
Legacy of the Old Republic is supported now, and Star Wars: New Dawn will be supported with its next release
Oatmeal Problem  [ophavsmand] 10. maj 2024 kl. 18:25 
@Teridax ah, ok. Should be possible... I haven't touched the core logic of this mod for a long time; I'll look into it
Teridax 10. maj 2024 kl. 6:50 
I know that. What I mean is both members try to connect to each other independently, build up to the border and meet there. Would that be possible?
Oatmeal Problem  [ophavsmand] 9. maj 2024 kl. 7:02 
@Teridax you can't build hyper relays in federation members, only subjects.
Are you using a mod that allows that?
Teridax 9. maj 2024 kl. 1:25 
Could you include Federation members in the logic?
Connecting capitals is important. Isolated sectors less so, but would be a nice bonus.
Oatmeal Problem  [ophavsmand] 7. maj 2024 kl. 20:28 
Alongside the 3.12 update, I made some major changes under the hood to prepare support for total conversion mods. I recommend unsubscribing and resubscribing.

Despite said changes, this should continue to be compatible for earlier versions and in-progress games (though you might notice the AI stops building relays for about 1 year).
DrStrangelove05 21. apr. 2024 kl. 0:40 
Awesome, will definitely try this out then!
Oatmeal Problem  [ophavsmand] 20. apr. 2024 kl. 7:17 
@DrStrangelove05 yep
DrStrangelove05 20. apr. 2024 kl. 2:48 
Would this be compatible with Startech AI?
Mavrik347 13. apr. 2024 kl. 4:27 
@MichaelMakesGames amazing thanks. I'll try to remember on my next play through. Cheers!
Oatmeal Problem  [ophavsmand] 11. apr. 2024 kl. 15:22 
@Mavrik347 You can remove them with a console command. In the system view, select any planet or star in the system, then enter this console command:
effect solar_system = { every_system_megastructure = { limit = { is_megastructure_type = hyper_relay } remove_megastructure = this } }

If you send me some screenshots and/or save files, and point out the "silly shortcuts" I can try to take a look. Ideally, I'd like save files from shortly before and after the AI constructs those relays
Mavrik347 11. apr. 2024 kl. 13:00 
This is a total game changer for me, can't play without it now.
It adds so much more to late game tactics, which basically devolve into 2 sides pumping out ships and mindlessly smashing them together like a child with two toy cars.
Movement still matters with this enabled.

If anything, I'd like to see it made a little more strict. Late game I still see AI making some silly shortcuts that don't really make sense. I've not yet seen it a beautiful as in the screenshots provided, but it's a massive step forward.
Now if only I could delete them??
Oatmeal Problem  [ophavsmand] 24. mar. 2024 kl. 12:36 
@SonicBlue22 Thanks for the report, but unfortunately, there's really nothing I can do. Mods in theory should not cause desyncs, and Paradox considers that a bug. If you give me out-of-sync report (ideally from the host, the client that desynced, AND a client that didn't desync), I can forward that on to Paradox

@Next Evolution Interesting idea! I'll add it to my to-do (but right now I'm not actively modding; just maintaining)
SonicBlue22 24. mar. 2024 kl. 11:52 
We used this mod in a 3-person multiplayer game and it caused a lot of desyncs (most commonly random count, but other things as well) toward mid/end-game. It was the only mod we were using and the desyncs happened in multiple playthroughs (we usually just kept playing until someone couldn't control a fleet). Removing the mod midway through one game stopped the desyncs in that game and following games, which is why I think this mod is the culprit.

From what I know from Stellaris modding idk how a mod could cause desyncs, but if there is some fix that would be great as I like the AI not spamming hyper-relays. Thanks.
Next Evolution 23. mar. 2024 kl. 5:48 
I love this mod. Don't suppose you'd consider adding an auto-relay construction option for the player using this same algorithm? Not sure how difficult that would be, tbh, but building hyperlanes in a large empire is one of the most tedious things in the current game imo.