Stellaris

Stellaris

AI Revamp for Asimov
26 Comments
WolvesofZiu 22 Jun, 2018 @ 12:58pm 
Update
FoxVox 19 Nov, 2017 @ 3:43pm 
Please update *-*
Rationality 12 Apr, 2017 @ 9:10pm 
Are you planning to update?
kringus/trifemole  [author] 27 Oct, 2016 @ 4:44pm 
At some point, maybe. There's been a lot of changes, but for now I could make a patch for the primary behaviorpoint of this mod: just up the aggression.
nbirkelbach 25 Oct, 2016 @ 8:38am 
Will there be a update for 1.3 Henlein?
Wade ♥♥♥♥♥♥♥♥.com 10 Sep, 2016 @ 2:02am 
In my game, AI is using all his minerals on his fleet, which lead to a deficit of minerals and credits and a 40K fleet for a 5 planets empire. Plus, they make a lot of war but they never build armies which lead to never ending wars.
❗️❗️ Annex ❗️❗ 13 Aug, 2016 @ 8:58pm 
This mod works very well so far. My results so far are noticeably better over previous AI mods. Well done!
kringus/trifemole  [author] 13 Aug, 2016 @ 5:12am 
@citrakayah That modifer is not modifiable as far as I can tell.
Citrakayah 11 Aug, 2016 @ 10:47am 
Does this do anything about the "not diplomatically relevant" modifier?
kringus/trifemole  [author] 9 Aug, 2016 @ 3:16pm 
@Nexxus I've been following the patch update logs, and I don't really think anything should break, nothing I can see changed anything relating to the variables changed in this mod.
Nexxus Drako 4 Aug, 2016 @ 6:59pm 
Does this need an update for the new update, or will it run fine? I'm having crash issues, but I have a lot of mods, so I'm trying to narrow it down.
kringus/trifemole  [author] 4 Aug, 2016 @ 4:09pm 
The tweaks necessary for pretty much all of the things you have said have been addressed already, and were worse in vanilla. This mod makes AI less energy focused, makes the AI more likely to fight space hostiles, and focuses the AI more on minerals. The only thing that you said that I haven't touched is the science building thing, but I also had reports of people not being able to keep up with the AI in science in certain situations so I didn't touch that. There's not many ways to really make the AI any smarter with simple define changes, as the actual AI code and decisionmaking logic is not available to modding.
PrometheanExile 2 Aug, 2016 @ 9:10am 
Ive done a bit further research and I think if the right tweaks are made the ai can actually be made smarter not just more agressive. I covered most of these in the previous post but have determined that the most important tweaks need to be to make them clear hostiles from their territory ao they can expand and to buff their mineral priority. They just seem to want evergy and energy is really just for maintenance which is easy
PrometheanExile 1 Aug, 2016 @ 11:12am 
So ive been playing around a bit and noticed a few things with the planet AI i think should be adressed.
Starvation occurs fairly frequently and the ai despite having the energy and minerals to build farms rarely seems to do so unless it is on a food tile.
The ai seldom builds research labs which crippples their science.
The ai gets up to a mineral surplus of 20-40 and stops building mines and sometimes deavtivates them instead.
The AI overprioritzes energy over minerals
The AI makes no effort to clear natural hostiles, crystalline entities void clouds etc from their territory and winds up stuck with no room to expand since they cant scout further.

These are the negative things i have seen and wondering if there was even a chance you could fix or at least improve.
kringus/trifemole  [author] 1 Aug, 2016 @ 2:59am 
All it really changes is various variables within the defines for weights regarding what the AI is likely to spend it's resources on, likely to build, etc. It's odd that Enhanced AI makes the AI not build buildings; there's not any changes that should really be doing that. Possibly it's his modification of the sector_types file. It may just be a vanilla bug, too, though?
brucethemoose 31 Jul, 2016 @ 7:34pm 
I'm curious about that too.

Also, what exactly does the Sector AI part of the mod change? It isn't explained in the other mod page either, it just says it's "enhanced".
PrometheanExile 28 Jul, 2016 @ 2:40pm 
another question. Enhanced AI curently makes the AI not build buildings is that fixed here?
kringus/trifemole  [author] 28 Jul, 2016 @ 2:16pm 
@LORDPrometheus Yeah, it should be compatible. It may make the game a slight bit more peaceful than just with this mod; as some AI aggression in this mod was personality based, but overall it'll still be much different than vanill
PrometheanExile 28 Jul, 2016 @ 11:25am 
Is this conpatible with the more AI personalities mod?
nbirkelbach 4 Jul, 2016 @ 11:20am 
Thanks for the answer :)
kringus/trifemole  [author] 4 Jul, 2016 @ 3:31am 
Ofcourse the AI's fleets attacks other's. This mod just makes it more aggressive. There are occasional bugs with idleness, though; not sure if a bug with asimov or what. Can't fix it with modding; but the AI attacks a lot more with this mod.
nbirkelbach 3 Jul, 2016 @ 7:54am 
Fights the AI better with this mod? I mean do their fleets attack the player and other AI empires?
I heared their where some problems with the Asimov patch.
Foraven 28 Jun, 2016 @ 7:49pm 
I will try this out and see how it goes.
kringus/trifemole  [author] 28 Jun, 2016 @ 1:48pm 
@Anex Alright, dude. I might do that; I just didn't want to outright steal, and I didn't feel like optimizing the sectors myself. Thanks.
Anex 28 Jun, 2016 @ 4:24am 
Hey man, good luck with your mod, also thank you for the shout out, appreciate it. Also, if you want feel free to use my sector AI as well as I think it would go well with your mod.
Encoded Thoughts 25 Jun, 2016 @ 9:48am 
aight, gonna check this one out