Stellaris

Stellaris

Dynamic Difficulty - Ultimate Customization
888 Comments
Gratak  [author] Aug 23 @ 9:44pm 
Negative scaling is already possible. But I will not add scaling for the player.

The way I do it with AI spams the modifier list as I split the modifiers into powers of two to exponentially reduce the number of modifiers I need. So adding scaling to the player (which is a very niche application) would mean that for all people I'd either have to spam the list or have insane amount of different modifiers defined.
SP-Calamitas Aug 23 @ 10:47am 
would it be possible to add a reverse scaling functionality to player bonuses? so every 4 years the bonuses go down? maybe a mid-game/late-game auto setting too, so that the player's bonuses go down whilst the AI bonuses go up?
Gratak  [author] Aug 16 @ 10:52am 
There is very little that should overwrite anything of my mods as all my variables and files have my mod name in them and won't be overwritten by other mods unless someones does it on purpose. Pretty much the only thing that could be overwritten by accident is if some mod changes the vanilla modifiers in a way that takes precedence over my removal of them.

That wouldn't be fixed by changing the mod order. In that case the stuff that is set by whatever other mod would do that would be applied in addition to my mods bonuses. As such you should start with double civilian bonuses though.

Other than that, I have no idea what could be happening in your case. I cannot reproduce any issues you are describing. If I switch between Civilian and Grand Admiral all bonuses are correctly removed/applied.
Dustreaper Aug 16 @ 6:12am 
They stay umm if i put the mod at the bottom of my mod list nothing should overwrite it right? The ai difficulty keeps going away set it to grand admiral and sometimes it will just be blank so i think that is ensign?
Gratak  [author] Aug 15 @ 10:38pm 
Do they actually stay for longer? It may take a month for them to disappear. Also in theory, the mod allows for both bonuses for AI and player at the same time. You can get a detailed look of what is currently active in the difficulty customization.

I cannot test myself this weekend. Please give me some feedback if you still feel something is not working as intended.
Dustreaper Aug 15 @ 8:35am 
So uhh i need to understand something. I have started playing on civilian should probably do ensign for no bonus. Then 20 years in set it to grand admiral i cannot survive early game.. But now i set it to that and still see difficulty modifiers on resource/stability etc. Which should be from civilian right? Stability bonus is 18.6
Gratak  [author] Aug 8 @ 9:15pm 
You are right. Thanks a lot for the careful testing of this.

It seems some patch inverted the order in which static modifiers are overwritten and thus the game was now overwriting my empty vanilla difficulty rather than the intended other way round.

Just uploaded a new mod version that now doubly overwrites from my side in both direction so it should work with any Stellaris version.
Brickster22 Aug 8 @ 1:56pm 
When I use observe to view the AI it shows that on the tooltip, and the job numbers correspond with 200% job efficiency, so it's not just visual. I'm on the 4.22 beta fyi
Gratak  [author] Aug 8 @ 3:57am 
Why do you thing they still have the vanilla +100%. That should be overwritten by the mod.
Brickster22 Aug 8 @ 12:23am 
AI seem to get double the job efficiency bonus they should? Like on GA they will have the normal +100% job efficiency bonus, and then the mod's +64% +32% +4% adding to an additional 100%
Gratak  [author] Jul 1 @ 9:03am 
1 is the highest increase (1 every year). As this is already four times the highest possible vanilla scaling, I decided that should be enough (especially considering that you'll very likely already start with a higher base difficulty).
holden Jul 1 @ 9:00am 
Ok I am so confused because the modifiers that increase are worded so weirdly, would setting it to 1 be the highest increase or would setting it higher make it scale more every single year.
Gratak  [author] Jun 25 @ 3:08am 
Thanks
Aphyxia Jun 25 @ 2:23am 
Very cool, thanks. I'll keep my eyes open for anyone too weak.
Gratak  [author] Jun 25 @ 1:01am 
Both issues should now be fixed.

The reduced difficulty modifier affects grave_guardian, formless_event_aberrant_country, gate_builders. If any was incorrectly reduced, please tell me as I do have not played the game beyond testing for years and will not notice!

The difficulty event window is now split into two parts and should fit the screen (at least until they add even more modifiers).
Gratak  [author] Jun 24 @ 12:45pm 
Thanks. Very weird that they have this factor 10 in their files... Uninstalling without removing the mod would just disable all modifiers, both from mod and from vanilla. But if they stayed like this when you disabled the mod then for some reason that factor is not applied in vanilla... Will see how I can fix this. I read this by script and I wonder now if there are others where that number is simply wrong in the game files...
Aphyxia Jun 24 @ 11:39am 
I didn't have a save but I replicated the situation. There were 10 ships, about 49k each. Then I tried "uninstalling" the difficulty mod via options and sure enough, they dropped to 4,9k each. 10 times less. That is about the fleet power I'd expect them to be. Same thing happened when I removed the mod.
Gratak  [author] Jun 24 @ 10:28am 
They are defined as "scaled_difficulty_bonuses = 10.0 # scales to setting" in vanilla. I just take that number for my mod as well. I do not think it would be different without my mod. Except of course that "Grand admiral+scaling" in my mod means a higher difficulty than possible in the game. But that should be only slightly higher than vanilla strength. Can you test loading that save without my mod and checking how strong they are then?

I am aware of the issues with event size since the last update where they added quite a few modifiers. Still trying to figure out how to fix this in a good way. I wish they added an optional scrollbar in the events....
Aphyxia Jun 24 @ 10:18am 
I opened the Lone Object astral rift in 2260 and failed. As a result I got about 400k fleet power worth of rocks devastating my empire. This is with the default Grand Admiral difficulty + scaling. Looking at Stellaris code the rocks are defined as a grave_guardian country which, looking at the code of Dynamic Difficulty, seem to receive a 10 times scaling modifier. Can this be the cause and is there a reason for it being that high?

Also, the AI Bonuses window is too tall to fit inside my 1440p monitor screen with 1.0x UI scaling.
Gratak  [author] Jun 24 @ 7:00am 
Hmm. I cannot reproduce any empire wide negative modifier. I can reproduce that if you reduce "all" in the player category I get a warning that those resources overflow since the storage capacity is exceeding.

If that is what you were doing, I strongly recommend not to do that. By now there are so many modifiers in the vanilla difficulty that the "change all" has a bit lost its purpose and I might remove it in the future. And you should certainly not reduce all on the player as that will give you quite a few nasty things. Either increase the bonuses for AI, reduce category wise or even modifier specific.
Izanami Jun 23 @ 4:12am 
Planetary Diversity - Unique Worlds has 3 resources unique to the mod, and to each world type. When I used your mod to adjust bonuses down by -50, it also dropped those 3 resources down by -1k each if I remember correctly. They start of course at 0 each. so by time I equaled out the 200 player bonus to 0, they were at -4k each. And that caused a empire wide negative modifier.
Gratak  [author] Jun 22 @ 1:19pm 
No saving of parameters for future games. I don't think that is possible in-game. You can certainly customize the difficulty to have an in between but that has to be done every game.

Thanks for the info with Planetary Diversity but I need some more info to understand what goes wrong there. Can you go into some more details or ideally give me a screenshot of what is happening (can do this via discord if you want to, see the link to the Stellaris modding den where I am active as Gratak-)
Izanami Jun 22 @ 4:57am 
Having a problem with difficulty. If I select Cadet, too easy, Ensign seems to be MUCH harder. Am trying to get something in between for a semi-casual play through. Can this mod set the parameters for each difficulty setting? Also, can it save it, or do I have to fix difficulty settings every time I start a new game?

Also. I had Planetary Diversity - Unique Worlds installed, had to remove it because when using this mod and adjusting ALL settings, it also adjusted the resources from that mod into the negative. Creating in game issues.
Gratak  [author] Jun 20 @ 11:11am 
Should now work as intended again.

Is save-game compatible. In running games is would change the jobs resources to jobs efficiency for all entries though, despite it still being job resources for the player bonuses. Also the new resource limit increase and automatic unemployed pop movement will not be enabled in existing saves. It will be applied though if you set a predefined difficulty again. Alternatively, you can manually add them.
Gratak  [author] Jun 20 @ 10:26am 
Thanks. There have indeed been changes to the vanilla difficulty modifiers. I must admit I cannot really follow what exactly you mean with the changes as currently there shouldn't be any job efficiency in my mod.

But I will update the modifiers in my mod to fit with the vanilla ones again.
HowTpoTypo Jun 20 @ 8:55am 
it seems like the mod is incorrectly applying/changing a resources to jobs buff instead of a job efficiency buff. changing the difficulty now gives a resources to jobs buff where there wasn't one before and leaves the pop efficiency unchanged.
(testing trying to go from commodore to ensign) ai kept pop efficiency, never had resources to jobs buff to start with, if i go back to commodore they gain a resources to jobs buff in addition to the efficiency.
Dustreaper Jun 14 @ 2:48am 
Cool just wanted to know.
Gratak  [author] Jun 13 @ 10:22pm 
Then it will reach the cap. Either from vanilla Stellaris or from how far my modifiers go. Nothing weird should happen.
Dustreaper Jun 13 @ 9:39am 
Question what happens if is like fleet cost or up keep to reduce by 1% each year and that goes on for over 100 years?
anti*****111 May 22 @ 6:54pm 
thanks. i'm trying to give the AI a bandaid on their fleets
big chungus qi May 22 @ 8:30am 
Is the speed so fast?!
Gratak  [author] May 22 @ 4:06am 
Added it to MM. Stupid modifier as there are only ones for single ship classes but I should have added all the player can build. Feel free to tell me if I missed any or if there is an issue.

Also removed the trade bonuses, since it seems that these no longer exists. Also updated version number to 4.x
anti*****111 May 18 @ 4:53pm 
would it be possible to add ship build speed either in this one or MM
Red Moff May 12 @ 9:44am 
Thanks Gratak
Gratak  [author] May 8 @ 11:52am 
Considering that a few days passed while I was on vacation and nobody said anything about stuff not working, it is save to assume that the mod does still work.

I also just checked that no modifiers have changed, so there should also be no harder to spot bugs introduced in 4.0.

As such, no update is needed unless you should find a bug. As I have mentioned earlier times, I no longer update version numbers unless Paradox allows * in the version number again since I won't be bothered to do that all the time.
Battlespark May 8 @ 10:18am 
ONe way to find out if it works folks is to just enable it and see what happens.
Sjru 🐲 May 7 @ 12:37pm 
Update?
G-Lew May 6 @ 11:55am 
Does this mod still work for 4.0?
Sarus Apr 4 @ 1:11am 
Ah so having that was why? had me curious for a while, but thats allg, ty for clearing up
Gratak  [author] Mar 30 @ 9:42am 
It disappears if you have Dynamic Mod Menu initialized. I though there was little point in showing it in this case and would rather clean up the edict list if not really needed. It can also be deactivated from the settings in my mod.
Sarus Mar 28 @ 1:02am 
Sometimes the edict disappears from the country edicts tab/screen, fortunately Dynamic Mod Menu can still access it just fine, no idea why it disappears from the edict screen tho :lunar2020thinkingtiger:
SepphorisVT Feb 9 @ 10:39pm 
@Gratak alrighty, just wanted to ask just in case. Tyvm!
Gratak  [author] Feb 9 @ 9:56pm 
Never heard of that. If so, that would be a bug with the base game against which I cannot do anything
SepphorisVT Feb 9 @ 5:19pm 
Can this mod cause late-game overflows when scaling?
The post-endgame crisis for Gigastructures (Blokkats) deletes itself with this mod present. I'm curious if perhaps this mod can cause the fleet power to overflow, which deletes the fleet (and due to the mechanics of that crisis... it respawns itself... then deletes... then respawns... then deletes...etc.).
Roland Feb 6 @ 4:33pm 
Thanks looks quite spiff, I hope it plays nice with NSC and I bet it will. :steamthumbsup:
PLMMJ Feb 4 @ 1:52am 
Thanks for making this mod - sometimes the early game AI does things that make me want to bash my face into a wall, usually by sponging up all the systems and planets and being too strong for me to take them back, but other things too (like not invading me even though I'm trying to make them do it, or making incomprehensible ship movements that screw up my strategies)
Gratak  [author] Jan 13 @ 9:15pm 
Yes but you need my more modifier mod for that, see description.
perl Jan 13 @ 1:45pm 
Is it possible to give the AI a buff to their system claim cost or influence gain? I find that in war, the AI usually only claims like one or two systems before attacking. Preferably, they would try to take more territory
TurgidJuiceTree Jan 1 @ 10:54pm 
Thank you! Looking for a mod that has high difficulty but no AI stability bonuses
Gratak  [author] Dec 19, 2024 @ 9:16pm 
Scaling can slow down the first day of the year slightly in games with many empires. If you use the option to apply scaling randomly over the year, you shouldn't feel this at all though. Without scaling, my testing found very little performance impact.