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unfortunately your assumption is wrong. in fact many of the graphical changes can't be separated easily because they are connected to many other things. i did explain this very often in the past, but the comment section is too small for a proper explanation. if you are interested in the details feel free to contact me on the ACG discord server. regarding your question about ACG and 4.0 => ACG was not updated for this version and can't be used with 4.0 without encountering heavy bugs and maybe even crashes. so if you want to use ACG then i highly recommend to only use it with the game version that was last mentioned within the mod description i.e. 3.14
ACG is not a tiny mod, it's a huge mod project that requires to spend a huge amount of time to keep it updated properly and that also requires modders with knowledge about a lot of different topics. i don't know any potential custodian who would want to update this mod project and has the knowledge to do so and who also wants to spend the required time to do so (otherwise that person could have joined the ACG team as well already). This is not surprising in my opinion though, because like i said before it really take a huge amount of time to work on this mod project and there aren't that many modders with such deep knowledge about modding pdx games and those that are, are usually working on their own mod projects. we will see if i can come up with something in the future for stellaris. but so far i am busy with CK3 (and later EUV). so i can't promise anything for stellaris atm. i hope for your understanding
thank you so much! i appreciate your kind words and i am happy if you enjoyed ACG! :)
thank you! i am really happy if you enjoyed using this mod! :)
thank you so much for your positive feedback and kind words! i really do appreciate it! it was a pleasure providing this mod project over the years!
There are more that I am forgetting ofc. But know that I enjoyed what your mod did and I hope that one day you can come back to enjoying Stellaris and modding it again. Thank you for the fun games your mod has brought !
thank you very much! i know you have been following this mod for quite some time! i really do appreciate your feedback and yeah.. we will see. maybe there will be a relaunch at some point in the future (like i stated above within ACG's mod description). i wish you all the best! :)
A new Stellaris DLC: Biogenesis was just released alongside a new major update for Stellaris, which does include coding adjustments and other changes. Like i announced before within the ACG discord server: it's unclear if i am going to be able to properly update ACG after this new update because of some of the coding adjustments that have been included into this update and because it's unclear how much work it's going to be .
I will let you know what's my plan going forward once i had enough time to check out all the new content and code - this might take several days or even weeks .
If you have questions please feel free to join the ACG Discord server. I would appreciate it, if people don't spam this comment section - so this announcement will be better visible to all ACG mod users.
PS: while waiting, i recommend to use ACG with the previous Stellaris version 3.14 (pre Biogenesis DLC release).
i have just moved this discussion into the bug report thread because i want to keep things clean. please follow the steps i described and if you have further questions or if you want to file a bug report then please use that thread and provide the information/files i asked for. alternatively you can also join discord, which can make it easier to communicate and send files etc.
i moved your question/request for help into the Bug Report / Help Service Thread . please follow the steps i mentioned and i will try to help you :)
once 4.0 will be released, ACG will most likely need an update i guess. however, i didn't see the 4.0 files, code and generally speaking the update yet. so i can't say much more about it right now. we will have to wait and see.
hard to tell without being able to watch your save-game and seeing it live in action. there could be several reasons for this like game speed settings and the game not being able to reducing ship speed fast enough, compatibility issues, or other reasons. i simply don't know without having your save-game file and checking it out. if you want me to investigate your battle scene then feel free to join discord and send me your save-game file, also don't forget to include a full list of all mods and the mod loading order you used.
ACG does include it's own system scale which is already bigger compared to vanilla including reworked ship and weapon graphic scaling (smaller) and other object/animation scaling. another system scaling than the one that is included into ACG would require a ton of reworks like ship speed, ship weapon ranges, ship behavior and much more. so short answer: no, there won't be any comp. patch for any other system scaling than the one that is included into ACG. i hope for your understanding
thank you for your feedback! i might include a small movement increase for tiyanki with the next update
when it comes to cutholoids: they use weapons that have a very high range (only outranged by some missile weapons and some titan class weapons). so there is no need to adjust their range. but they have a very slow attack speed especially on the weapon type that does eat ships
when it comes to voidworms: they have voidworm spores which also provide a very high range. that said the special weapon voidworm bite, which is very strong, has indeed a low range. however that's the same range like vanilla (after accounting for ACG specific range adjustments) and i think it does make sense that a bite requires low range
it's right that tiyanki are moving more slowly. however, please note that with ACG tiyanki speed is more than 10 % faster compared to vanilla setting. and the fastest ship (corvette) speed is 5 % slower than vanilla. so overall the difference between tiyanki speed and other ship speed is less strong with ACG compared to vanilla. but yeah, tiyanki are still slower than many other ships. that said, i intend to keep this difference for now since it does feel immersive for me and since i already included some adjustments into calibrating ship speed for tiyanki compared to other ship speed compared to vanilla
One more thing, due to the lower ship speed, space fauna ships have issues.
for example:
The Space Tiyanki fall FAR behind other ships to where they are half the system away; Cutholoids and Voidworms need to be within melee range of like 0-2 so they lose a lot by the time they reach the enemy.
Was there any buff to fix this or any possible changes to help them?
Thank you for this mod btw, it feels great and a big improvement on stellaris, I just gotta figure out the right difficulty and game stage dates now.
with ACG juggernauts have been heavily reworked. they are much different compared to vanilla. broadly speaking they are more costly and more powerful and they look different etc. those ACG juggernaut ships are huge and require a lot of resources. they can't be built within a normal shipyard. because of their scale they can only be built within megashipyard megastructures
it's important that this file should only be created with a mod list that only consists of ACG + ACG required mods in order to make it as clear as possible what is causing the issue. and ideally it should be sent right after you experienced a crash. if you feel like you can do that, then please feel free to join the ACG discord server and contact me there or upload that file somewhere else and send me the link. i hope i could help
i don't use linux, so i can't test this mod on linux. over the past years i only received a report about a linux problem once and this was about a syntax issue with linux where a difference between capital letters and small letters caused a problem for a linux user. i was able to fix this easily if i remember right. but i can't know what's causing a linux issue without getting more specific information about the reason for the issue. usually it's helpful if i can get the error.log file which is located in .documents/paradox interactive/stellaris/logs on windows (idk where the location is in linux though).
so long story short: during early to late game during most stages starbases with ACG are even more powerful than in vanilla (but also more expensive). during super late game when extremely huge fleets or if such big fleets are even going for your territory before, then you need some defense fleets to help starbases.
and yeah there are also dedicated research options to increase the defensive capabilities of starbases. however the most powerful defensive options to buff starbases are available through using defensive starbase modules and starbase buildings and researching better weapon and component technologies, as well as higher starbase tech tiers
with ACG the most powerful starbases and if you really invest into their defensive capabilities can hold off a lot of enemy ships. so you can "turtle" if that's your strategy. however, starbases have never been designed in a way where you can defend vs super super huge enemy fleets without any defense fleet assistance (wouldn't make sense from an immersive point of view too). so you will need some assistance if there are several huge enemy fleets going for your starbase. due to the ship speed designs you can lay out ambushes and reinforce your starbase defense in time though with ACG (while in vanilla battles are mostly over once they started and such tactics are much more difficult to use).
some time ago starbase defense platforms have not been used/built by AI properly. this was not fixed for quite some time (was a vanilla = no mods bug). so back then i decided to rework starbases completely because defense platforms have been a waste of resources too mostly.
so i decided to remove defense platforms and redesign starbases. what i did was buffing starbases quite a lot to compensate for no more defense platforms. starbase defense modules are adding more weapons and even strikecraft to starbases with ACG. the basic components and stats that are being added to starbases with higher tech tiers have also been adjusted. starbase defense values have also been increased and their cost and upgrade costs too. all in all starbases are even more powerful than in vanilla with ACG . there is one ascension perk which can make starbases even more powerful by adding another tier with ACG which adds more XL weapons.
if you feel like there is something imbalanced though, then feel free to let me know (preferably on discord) and i will take a look at it. however, keep in mind that space fauna was also reworked to match the additional tech tiers of ACG. so in vanilla there are f.e. ~ 5+1 tiers of many weapon components, with ACG there are ~ 10+1. space fauna did not receive additional components because i felt like hundreds of space fauna components are already enough. but what i also did (incl. rebalancing stats) was to spread space fauna tiers over more tech tiers and adjusting values accordingly to fit into ACG gameplay style. so f.e. space fauna will upgrade from tier 1 => 3 => 5 => 7 => 9 instead of 1 => 2 => 3 => 4 => 5 of vanilla. so any space fauna component that is above tier 1 is way more powerful than in vanilla (relative to existing values) simply because they are a higher tech tier.
all weapon components and stats of ships have been reworked with ACG. therefore even before space fauna was introduced, damage values etc. would not match vanilla values and that's why ACG is not compatible with most other mods that add ship components or new ships etc.
space fauna creatures also have been rebalanced to be more in-line with ACG balance values. but like i originally posted on discord, it's difficult to find the perfect balance spot right away. ACG rebalance involved many small steps and iterations of rebalancing over many years. i tried to be as accurate as possible to create a proper balance for existing ACG balance. but yeah, it's certainly possible that some things might feel more powerful than vanilla while some other things might feel less powerful.
mods that you disable on your playlist are not activated and don't have any impact. if you run into issues you can also try to properly reinstall mods => see bug report thread instructions. if you have further questions related to any such help then let's move this discussion there. i want to keep things clean. thanks in advance :)