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00_country_types.txt (keys) - disables vanilla AI:
swarm
extradimensional
extradimensional_2
extradimensional_3
ai_empire
01_scripted_triggers_planet_killers.txt (keys) - allow crisis factions use vanilla planet killer weapons. Required to make ACE crisis colossi work.
planet_is_hostile_or_crisis
OPTIONAL:
00_starbase_levels.txt (keys) - allows for Dimensional Anchors to be marked on galactic map.
starbase_level_exd
crisis_events_2.txt (keys) - fixes Extradimensional reinforcements spawning on RANDOM Dimensional Portals. (fixed in Stellaris 3.2 but keeping it as it includes ACOT Override/ACG compatch, feel free to overwrite).
crisis.1265
crisis.1266
crisis.1267
shipclass_military
shipclass_constructor
shipclass_transport
shipclass_colonizer
shipclass_military_special
Chains are similar between the classes, but vary, depending on the specific requirements for the class.
- a valid target to be bombarded (shipclass_military)
- primary star to construct starbase on in a system without owner (shipclass_constructor)
- valid invasion target (shipclass_transport)
- valid colonisation target in a system owned by fleet owner (shipclass_colonizer)
- valid planet killer target (shipclass_military_special)
- shipclass_military: nearest system owned by a hostile,
- shipclass_constructor: nearest unowned system without hostiles,
- shipclass_transport: nearest system with a planet which is a valid invasion target,
- shipclass_colonizer: nearest owned system with valid colonisation target, and without hostiles,
- shipclass_military_special: nearest friendly shipclass_military fleet which is not excluded.
ACEMOD sets up a global flag acemod_installed which in itself does nothing but other mods can check against it to see if the mod is present.
To enable ACEMOD AI for your country simply apply country flag acemod_assisted_ai (and the global flag above). Please note that vanilla AI should be disabled. See initial notes on editing country types.
Please keep in mind that disabling AI by setting enabled = no in the ai = { } section will disable ALL of the AI, this includes economy AI (planet management, leaders, diplomacy etc). Crisis countries do not have economy so they remain unaffected. Use of ACEMOD AI with countries which have economy *is not supported*.
Aggressive Crisis Engine AI is a crisis AI (it's in the name), not a default empire AI. Applying it to a typical empire will result in a tactical and strategic disaster.
Example use:
1. Modder finds desired fleet and executes acemod_set_fleet_piloted_exclusion_on = yes effect on it.
2. Modder uses fleet as seen fit, as ACEMOD AI won't touch excluded fleet.
3. Modder applies acemod_set_fleet_piloted_exclusion_off = yes effect to remove exclusion. Fleet will proceed as normal.
Using exclusion effects for a ship/fleet/country scope should provide a lot of flexibility so always consider if these would do instead of an overwrite. Feel free to copy and modify fleet logic code. A clone of an ACEMOD fleet event combined with exclusion effect can save on overwrite.
If there is a feature you think cannot be implemented with exclusion effects and without overwrite just ask, I might be able to accomodate or find a solution.
If you *really* have to do overwrite: remember that you can overwrite individual events instead of the whole file.
- Critical system wormhole station fleet recall (on_entering_system_fleet acemod_fleet.610)
- Territorial defense actions (on_space_battle_lost acemod_fleet.130)
- Pinging nearby systems (acemod_fleet.150 monthly random chance)
Overgrowth (Fatal Foundations Story Pack)
Native support. To disable ACE AI for Overgrowth execute while crisis is active:
Gray Tempest:
Execute the following console command once Gray Tempest spawned:
Katzenartig Imperium (Gigastructural Engineering & More):
Use KACE patch.
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