Stellaris

Stellaris

Large AI Fleet Size - Extreme Edition
31 Comments
Figaround Feb 28, 2024 @ 10:32am 
Please, update! :cozykcdknight:
Figaround Jan 2, 2024 @ 12:22pm 
Please, update! :gregory:
Figaround Oct 2, 2023 @ 4:11pm 
Also, from your description "-Not compatible with any other mod that edits 00_alloys_budget
(I'll try to make a change for this later on)."
It would be great if you could make this compatible.
Figaround Oct 2, 2023 @ 4:07pm 
Please update. The old question still stands.
Figaround Apr 4, 2023 @ 5:41pm 
Your mod has a file called laifsextreme_static_modifier.txt
It has lines in it:

country_base_energy_produces_add = 500
country_base_alloys_produces_add = 500
country_base_volatile_motes_produces_add = 35
country_base_exotic_gases_produces_add = 35
country_base_rare_crystals_produces_add = 35
country_naval_cap_add = 1500


This doesn't seem to work for the AI. Can you check it? I looked at other files, nowhere does it mention what this piece of code is called — "Alloys_for_Ships_Extreme". :gregory:
ShyGuy Apr 3, 2023 @ 8:27pm 
I know this gets asked a lot, but does this need updating to the new version or it does it still work?
dman09082000 Feb 11, 2023 @ 12:25pm 
Updated
VI6 D DARK KING Dec 8, 2022 @ 6:34am 
Would It Be possible to create a completely over the top version of this mod where the AI gets 5000+ Alloys per month?
This is mostly for those that play with insane mods like Gigastructural Engineering once I get to the late game even with this mod the AIs just can't keep up.
Eldacar IV Dec 8, 2022 @ 4:54am 
any news on the update?
Red-Eyed_Gelynome  [author] Oct 11, 2022 @ 5:41am 
Will try to update it this week. Just busy on job. For now, dont use it, this mod is plug and play, you can safely readd and remove it midgame.
The Wriggler Oct 11, 2022 @ 5:36am 
Would have to agree with Oneklik. Right now though using it causes the AI to not build anything for whatever reason.
0neklik Oct 10, 2022 @ 11:18am 
hi, don't want to impose. but would it be possible to update the mod? we've been using it pretty much in every game and without it the ai simply can't keep up with us xD thx again
Red-Eyed_Gelynome  [author] Jul 17, 2022 @ 6:06am 
@OneKlik: Yes, but it'll take a really long time before you see the effects on the AI.

(Or you could declare war on them and destroy their fieets, that should make them rebuild it but instead, wont be forced like this extreme)
0neklik Jul 16, 2022 @ 4:34pm 
can you switch out the normal version for this one in an ongoing campaign?
0neklik Jun 10, 2022 @ 4:26am 
Nice, thank you. Great mods btw
Red-Eyed_Gelynome  [author] Jun 6, 2022 @ 7:27pm 
Oneklik: it'll be uldated too, im just finalizing some stuff on the drone carrier stand alone ship as i tend to forget what things i modified to it first, but yeah, it'll be updated just like the rest of my mod.
0neklik Jun 6, 2022 @ 7:15am 
why hasn't the standard version been updated? it would be cool the use the mod because this version (extreme version) seems a bit too much. sadly at the moment i can only use this one and not the standard one
Red-Eyed_Gelynome  [author] Sep 10, 2021 @ 6:39pm 
Fair warning for everyone: If you use Infinite Stellaris Framework, Turn off "Enemy Adaptation" settings on the "Battle Settings (two swords on the far left f the panel), all of it. Or else, it will bug the AI and at some point, they will just stop building ship.
BarbarianJoe21 Apr 16, 2021 @ 5:59pm 
Does this still work with 3.0?
Red-Eyed_Gelynome  [author] May 12, 2020 @ 2:08pm 
Updated. added new codes from vanilla files.
Red-Eyed_Gelynome  [author] May 4, 2020 @ 12:19am 
[DC_INSOMNIAC] Yejii: yes, it's a plug and play mod. Removing it on existing save also works. just give it a few months/year and the ai will disband their excess ships.
Jason Helldiver May 3, 2020 @ 11:39pm 
does this work with existing saves?
Red-Eyed_Gelynome  [author] Mar 21, 2020 @ 3:43pm 
If the Fallen empire and Crisis is always ransacked by this mod, Kindly use this:
More Crisis and FE ships

Or any other mod that buffs those.
Crazy Old Texan Mar 17, 2020 @ 12:07pm 
Thank you!
Red-Eyed_Gelynome  [author] Nov 2, 2019 @ 1:55am 
Updated.
Crazy Old Texan Aug 25, 2019 @ 12:45pm 
Love this mod! Imagine 120 cruisers bum rushing your massive carrier fleets. Thanks for making this.
Zenith Aug 19, 2019 @ 5:52am 
My with my ultra op empire:
Finally, a worthy opponent. Our battle will be legendary!
Crazy Old Texan Jun 28, 2019 @ 12:58pm 
Man, thanks for this!
Red-Eyed_Gelynome  [author] Jun 14, 2019 @ 9:49am 
Should be compatible with 2.3.2 beta.
Red-Eyed_Gelynome  [author] Jun 14, 2019 @ 5:51am 
DrBLOOD: Right now, Im not sure if I should create a small mod like from my Civ 6 mod, Player Start Gold boost, for stellaris, I might name it Player Start boost that last until midgame, after mid game, it'll be remove. Who knows, or I might just as well moved the forced build ship starting on year 50 instead of 15 but it might break the fun LOL

ohh btw, I do forgot to add it here, should be save game compatible, if removed from the current save game, the AI will lose the bonus Alloys as well as the extra 500 naval cap and should force them to sell some ships if they're overcap. Then on the 00_alloys_budget, it should just revert back to vanilla after a few days or so.

adding it back on a save game should do the opposite of the above and give them back all what's lose, this should help you guys out. :))
DrBLOOD95 Jun 13, 2019 @ 12:44am 
Damn it you mod is no joke, when I used to play with tons of mod, most of the time the AI would just fail behind me because they weren't building ships at all, making them pathetic, but now I am the one forced to build tons of ships and above the naval limit otherwise I am doomed. I have also to admit that I use some mods reducing ship costs and increasing alloys production, otherwise it's just impossible to beat them early game.