Stellaris

Stellaris

Beachboys Fair AI 2
91 Comments
DaniSSimo 20 Jul @ 1:00pm 
Can I earn achievements with this mod on?
Avatar 9 Jul @ 9:20pm 
and the fact that the author doesnt answer (while beeing online all the time) says enough
James Fire 9 Jul @ 7:56pm 
@Kepos

Literally none of the mod works. The majority of it doesn't even get read by the game (which the author would know if he actually at all *looked* at how to mod the game. AI is *not* a replacement for learning), and the rest of it is full of syntax errors because ChatGPT isn't a coding AI, and even if it was, PDXscript is fairly niche, so it would be unlikely that it even knows what it is or how it works (as much as an LLM can "know" something)

Whatever he spent time on in making this, he did exactly nothing to actually make sure it actually does *something*

And such carelessness is fully deserving of ridicule.
FrozenParagon 9 Jul @ 7:09pm 
@Kepos no he didn't. And if he did then that's sad and deserving of mockery
alankraskow 9 Jul @ 7:02pm 
But let me rephrase it:

All the code is completely useless, because it doesn't do any of the stuff it is meant to do. It isn't even recognized by the game.

If you think any of this stuff worked, then go and compare the folders in base game with the folders in this mod.

And he didn't spend a lot of time making this mod for my enjoyment, he wasted his free time to create something worthless.
alankraskow 9 Jul @ 7:02pm 
@Kepos

"Half of the stuff you added into this mod won't work, because ChatGPT is making stuff up.
If you open vanilla common folder and compare your mod to the vanilla base files, you will see that your mod adds folders that don't even exists in base game. Meaning: the game won't even recognize them."

This was my initial message, where I told him that he created folders that don't even exist in base game, therefore none of them have any affect on the game. This was spilled by ChatGPT and that AI doesn't understand the limitations of PDX syntax and on top of that is making shit up, instead of admitting that it doesn't know how to do something.
Kepos 9 Jul @ 12:53am 
@alankraskow
You may be respectfull, professional and constructive by pointing out what part of the code isn't working right now. Which hunting is the opposite. He spent a lot of time making this mod for your enjoyment. In my eyes, the huge amount of PDX patches may also interfere as most stuff worked on start.
alankraskow 8 Jul @ 2:00pm 
@Kepos and what should it be? Shower of gratitude? :D
Dembeor 7 Jul @ 5:11am 
And for a good reason - this mod is using PDX scripting language wrong, creating lots of errors and nothing beyond that. Anyone with modding experience can see as much.
Kepos 6 Jul @ 10:04pm 
THe whole comments the last few days seem to be a pure flashmob.
Era 6 Jul @ 7:31pm 
This mod literally does nothing..
alankraskow 6 Jul @ 4:01pm 
@James Fire yes, but he has some events there, so I assumed these might be working, since people were seeing some changes. But I guess it is placebo, as mentioned below.
GalaxisStark 6 Jul @ 2:23pm 
ai garbage. do not use. any effect you think this has is a placebo.
FrozenParagon 6 Jul @ 12:30pm 
hey now CA. that's not fair. some of us are Illiterate and not everyone can be as good at guessing as I am... i mean... How am I even typing this?!
CursedAuroran 6 Jul @ 10:51am 
ah yes, the work of AI, and it shows. testing takes little effort, and neither does reading a wiki
FrozenParagon 6 Jul @ 10:49am 
it is our solemn duty to inform and/or shame this mod from existence. everybody get to work
FrozenParagon 6 Jul @ 10:48am 
aye, this is sad.
James Fire 6 Jul @ 10:47am 
@alankrashkow way more than half. Stellaris only has 2 folders prefixed with "ai_"

Which I guess do at least *exist* in here. But none of the rest are a thing, and this frankly speaks to a complete lack of care on the creator's part. Any code you didn't make yourself should be checked to make sure it will actually work. Doubly so if you're using AI to do stuff.
Avatar 6 Jul @ 9:57am 
another one of those ^^
alankraskow 6 Jul @ 9:40am 
Half of the stuff you added into this mod won't work, because ChatGPT is making stuff up.
If you open vanilla common folder and compare your mod to the vanilla base files, you will see that your mod adds folders that don't even exists in base game. Meaning: the game won't even recognize them.
Stepanida 5 Jul @ 6:01am 
Great mod, but unfortunately it doesn't fix one of the main problems of the AI. The AI ​​almost never creates ground armies (definitely not enough), therefore it can't normally capture planets, therefore it can't normally fight. According to my estimates, the AI ​​should have an army of about 1000 power by 2250 to adequately counter other AI and the player, and in the game it doesn't always gain 400 by 2300. Could you work on this aspect of the game?
Zendir Heartfire 27 Jun @ 8:24am 
Tried this on grand admiral and a fanatic purifier declared war on every single empire in the galaxy. Bro this mod makes the game intense
TheRealFrosti 19 Jun @ 2:25pm 
Incompatible with "UI Overhaul Dynamic" (Crash on boot)
Zendir Heartfire 8 Jun @ 9:57am 
Will this make the Ai more likely to form the galactic imperium?
Fatetaker 31 May @ 10:52pm 
look forward to using this once the AI is tweaked to be a bit more aggressive, nice to see better Ai management.
Kepos 30 May @ 12:34am 
@ranma100
Playing with Gigastructures and can tell, that the AI is building them like hell. So...yes for that.
NSC is active and they seem to use it. However, the weapons seem to tended to make simply use of one single weapon in all fitting slots, but I only played until mid-game so far.
ranma100 29 May @ 7:50pm 
Will this mod do OK with some of the big mods like Giagastructures, New Ship Classes and ACOT?
clone 23 May @ 10:43am 
I used your mod (GA settings) and I think on the economy the AI was in a decent spot.

But no AI ever declared war. Might be a mod conflict/issue of another mod, but I no other mod should modify broad AI behaviour in this regard. Absolutly zero DoW, even by fanatic purifiers or the federation that was much stronger than me and hated my xenophobic a...

Checked: Using no mods that change any AI files. Just ship types and grafic stuff. Zero wars. My neighbors hate me, but only claimed very little of my systems and never went to war with me. They should, they were stronger.
TheUrf 23 May @ 12:18am 
Same for me, Planet Resolution no text icons
Gula 20 May @ 3:44pm 
Hello, there are new solutions on the planets that I have not seen before, they lack a description and text in principle (perhaps due to localization) What are these solutions? What are they responsible for?
Kepos 18 May @ 10:25am 
@ConanHUN
Not sure if it is realted to this AI mod, but in a new game one of my overpowered neighbors offered to be my subject. He has overwhelming force, twice as much colonies and similar tech. Such offers seem quite strange to me. Also watching if it may be caused by Xenology trait mod eventually.
CCP Virus 16 May @ 4:41am 
This mod is amazing, makes ai 1000 times better!
Zendir Heartfire 15 May @ 6:50pm 
Maybe add where the AI can handle certain origins (Like doomsday,Fear of the Dark,etc)?
Noodle 13 May @ 1:17am 
Thank you :steamthumbsup:
ConanHUN  [author] 12 May @ 2:40pm 
possible some codes not working well after 4.0
all feedback welcome here and I check it
Noodle 12 May @ 1:01pm 
so to my original question about the commercial zone jobs, i dug around and found that your zchm_commercial_zone_overwrite file may be the issue. you might want to check the other files in that Buildings folder for similar issues.
Noodle 12 May @ 10:40am 
Also, I have Extra Ship Components NEXT (ESC NEXT) and it's sub mods installed. Will AI still use what that mod provides well?

I would like to add AI Game Performance Optimisation 4.0 and Ultimate Automation 4.0 to my game. would they work ok with your mod?

Extra Ship Components NEXT:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2648658105

ESC NEXT: Overwrites: Component Progression:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2653789292

ESC NEXT: Overwrites: Special Weapon Types Patch:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2663957444

ESC NEXT: Overwrites: Global Ship Designs:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2653699311

AI Game Performance Optimisation 4.0:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2184737698

Ultimate Automation 4.0:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2250100617
Noodle 12 May @ 10:23am 
is it your mod that makes the commercial zones (for a building slot) give the incorrect jobs and job amounts?
Kepos 11 May @ 7:09am 
Hm...wondering...
Having a Megacorporation building holdings, but not a single building. Could this be a side-effect from this mod?
Also the personalities of alien societies are showing up raw, playing in English localization:
like personality_XXX_YYY_desc
Besides that, my engergy credit income doesn't increase from specializing districts, but I'm not familiar with the 4.x changes toward economy, so I only ask if this might be a coincidence.
ConanHUN  [author] 10 May @ 11:51am 
thanks for the feedback
I'm gonna check it soon
Ahmet 10 May @ 10:07am 
mod is incompatible with bioships i guess, just look:
fairai_fleet_building = {
strategy = fair_ai_fill_capacity
ship_type = military
build_priority = 1.2

desired_ratio = {
battleship = 50
cruiser = 30
destroyer = 15
corvette = 5
}

max_total_fleet_size = 200
max_single_fleet_size = 80

potential = {
resource_stockpile_compare = {
resource = alloys
value > 500
}
}

reinforcements = yes
}
only Alloys? there is no word about food or bioships in theese kind of files i looked. i didnot chek everyone of them though.
Ahmet 10 May @ 9:53am 
empires with bioships struggles so much with food. espcially megacorps as there is no trade policy for food. in this mod i couldnt see an answer to this big issue.
Ahmet 10 May @ 9:45am 
your AI thech weight seems wrong. you did materialists engineering focus, pacifists society focus etc.
But you needto make empires with biological ships focus society research, and mechanical ship focus engineer. and cosmogenesis perks focus phisic research.
7 May @ 8:49am 
Thanks, you're nice pal.
ConanHUN  [author] 7 May @ 6:09am 
done
ethics, lag and compatibility issues gone for now
7 May @ 3:31am 
Since basically, a lot of people don't really play stellaris with small amount of mods - that's what paradox games about, shitting it with mods till it crashes every single day. I assume most of your code is done by chatgpt with some manual fixing, but you'll probably should try and ask around in stellaris modding den, i can for sure tell there's people that is experienced with stellaris AI and it's modifications.
7 May @ 3:28am 
I stated them in my message. It's literally "Universal modifier patch", "Immersive beautiful stellaris" and "universal resource patch". Either way - don't take that as an offense, but if you have to make it compatible with every mod that it doesnt works with, you probably should make a redisign so it doesnt overwrites files in the way it does now, since you said that yourself, theres "over 10k mods" and making patches individually for each one is going to be fucking nightmare.
ConanHUN  [author] 6 May @ 10:41pm 
me and my friends using 17 additional mods without any game breaking issue
but I try to make it fully compatible with other mods just tell me a list

there is 10k+ mods in the workshop
6 May @ 11:28am 
Of course it could work in singleplayer or with mods, that might not depend on [universal modifier patch], but i'm playing modded stellaris personally, so would be nice if you, developer, considering fixing those issues and did tests not just in vanilla stellaris, but in a modded one.
6 May @ 11:27am 
I think the reason of dislikes is, apparently, incompatibility with almost everything. While trying to play the game with just universal modifier, or universal resource patch, or beautiful stellaris it results in game becoming unplayable. You can't really select half of etics on empire creation, as well as every pre-made empire just disappears, so reason of dislikes, in that case, not "ai generated art" but AI code that is real issue here. I didn't tested that with other mods, but i bet it will be the same regardless, considering how massive universal modifier patch and how a lot of mods depend on it.