Stellaris

Stellaris

Aesthetic Cinematic Gameplay (ACG)
2,178 Comments
Ajey  [author] Jul 8 @ 11:30pm 
@eqN
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
eqN Jul 8 @ 3:49pm 
Yes, I can read the above. That isn't to say that the graphical changes couldn't be easily separated.
EJR Jul 8 @ 2:52pm 
ACG isn't just a graphical mod, it is essentially an overhaul mod that changes the game almost in its entirety from the ground up
eqN Jul 8 @ 2:36pm 
Afaik, shouldn't the graphics be fully functional in 4.0? Is it possible, or does it exist already, for a standalone graphics mod?
Ajey  [author] Jun 24 @ 11:11pm 
@Scartezini
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
Scartezini Jun 24 @ 9:30pm 
Just can't play Stellaris without your work Ajey, maybe it would be a good idea to put it in the hands of a custodian to keep the mod alive?
JIF Jun 12 @ 1:45am 
sad to see it go for real this time. still by far the best combat overhaul mod... wont be playing any new version of Stellaris without it T-T
Orphan Jun 10 @ 12:24am 
Hope to see the mod come back someday ! Thanks and good luck for your projects on CK and EUV
Ajey  [author] May 24 @ 12:45pm 
@overrclocked
thank you so much! i appreciate your kind words and i am happy if you enjoyed ACG! :)
overrclocked May 24 @ 7:24am 
Just saw your message. Your mod improved this game so much over the years and entertained me for hundreds of hours. Thank you for all your hard work, and good luck in any future projects you work on, in gaming and rl!
Ajey  [author] May 17 @ 6:46am 
@Derik
thank you! i am really happy if you enjoyed using this mod! :)
Derik May 16 @ 3:04pm 
Thanks for all the memories this mod provided, it was easily my go to mod whenever i wanted to have a really interesting and what felt like an actually "complete" Stellaris experience. Hope your future endeavours also go well!
Ajey  [author] May 16 @ 12:39am 
@Wairui and @MareBear The CareBear
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!
MareBear The CareBear May 15 @ 2:48pm 
I understand your reasons for stopping development of the mod, but as someone who did really enjoy ACG. I will at least say that I appreciated the extra ship classes and the tech tree rework. Disruptors weren't 100% through shield and armor. and missiles could be used on every slot type.

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 !
Wairui May 12 @ 3:27pm 
I loved this when I was playing Stellaris a few years ago before I stopped. Thank you so much for the tremendous effort you've put into the mod. Much appreciated.
Ajey  [author] May 12 @ 9:42am 
@nbirkelbach
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! :)
nbirkelbach May 12 @ 9:06am 
@Ajey Thanks man for all your time and work for this wonderful mod. Maybe we see something again for this in the future :)
Ajey  [author] May 12 @ 2:04am 
This mod project development is being stopped, because i want to focus on my CK3 (and in the future potentially also EUV) mod projects. Maybe i am going to rework and relaunch ACG at some point in the future for Stellaris again, although that's unclear yet. For more details please take a look at the news attached within the mod description or join the ACG discord server.
overrclocked May 5 @ 5:30pm 
Thanks for keeping us updated Ajey!
Ajey  [author] May 5 @ 2:18am 
News
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).
Ajey  [author] Apr 18 @ 10:36am 
@FailPail
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.
Ajey  [author] Apr 2 @ 1:23pm 
@master-manu
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 :)
Ajey  [author] Mar 8 @ 10:14am 
@SHiFT_DeL3TE
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.
Ajey  [author] Mar 8 @ 10:13am 
@Red Coralian
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.
EJR Mar 7 @ 2:15pm 
@Red Coralian Out of curiousity, what combat com did you give them exactly?
Red Coralian Mar 7 @ 2:05pm 
Why do some ships, when set to a combat com to stay further out, charge at the enemy fleet and get themselves killed? I lost more than just a titan that way.
SHiFT_DeL3TE Mar 4 @ 6:01pm 
I hope this mod can work with the new 4.0 update coming out soon,
Ajey  [author] Feb 27 @ 2:54pm 
@Dakid
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
Dakid Feb 27 @ 2:46pm 
Any plans for a compat mod Real Space: System Scale?
Ajey  [author] Feb 26 @ 11:40pm 
@Red Luck
thank you for your feedback! i might include a small movement increase for tiyanki with the next update
Red Luck Feb 26 @ 4:27pm 
The Tiyanki was mainly my problem since they just don't arrive to battle until it's over usually while the others were just minor issues. Thank you for the responses.
Ajey  [author] Feb 26 @ 4:53am 
(cont'd)
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
Ajey  [author] Feb 26 @ 4:53am 
@Red Luck
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
Red Luck Feb 26 @ 1:28am 
Ok that makes alot more sense on why I couldn't find it, thank you.
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.
Ajey  [author] Feb 26 @ 1:14am 
@Red Luck

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
Red Luck Feb 26 @ 1:04am 
I cannot build Juggernaut starbase shipyards making it so I can't build them even with the technology researched. All the tech says is Ship type: Juggernaut unlocked. Is this a load order issue or is it something else I don't know about?
Ajey  [author] Feb 8 @ 9:44am 
(cont'd)
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
Ajey  [author] Feb 8 @ 9:44am 
@Fatalisbane
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).
Fatalisbane Feb 7 @ 3:27pm 
Hi, just wondering if anyone is having game start up crashes running the mod with linux (As in when generating universe or loading a save), I can run it in via proton but sadly it butchers performance in my case.
Dredmart Jan 22 @ 2:05am 
Thanks again for all of the information. Couldn't build defense platforms and the fleet power showed as less than a basic starting fleet, so wasn't sure. Good to know.
Ajey  [author] Jan 22 @ 12:46am 
(cont'd)
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
Ajey  [author] Jan 22 @ 12:46am 
(cont'd)
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).
Ajey  [author] Jan 22 @ 12:46am 
@Dredmart
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.
Dredmart Jan 22 @ 12:04am 
Oh. It was mostly just not expecting Space Fauna to do much. lol. In vanilla they're just very bad, so was surprised how good they were in comparison. Thanks for the response. One last question and I'll redirect any future stuff through the discord: does this mod intend to make starbases useless for defense? With the larger fleet values, it seems starbases can't compete, unless there'es a research option I haven't rolled yet.
Ajey  [author] Jan 21 @ 11:48pm 
(cont'd)
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.
Ajey  [author] Jan 21 @ 11:48pm 
@Dredmart
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.
Dredmart Jan 21 @ 3:58pm 
Seems like they're a lot more powerful in this mod than vanilla.
Dredmart Jan 21 @ 3:57pm 
Think I got it mostly settled up, but was curious, did you buff space fauna?
Ajey  [author] Jan 14 @ 12:09am 
@Dredmart
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 :)
Dredmart Jan 13 @ 5:09pm 
Those were the only ones I had on the playlist. Would having inactive mods have any impact? It's likely the UI mods, to be fair. Just gotta figure them out.