Stellaris

Stellaris

AI Game Performance Optimisation 4.0
866 Comments
RegiZero  [author] 17 hours ago 
@Saint Marold YT Hmm, thanks for the info. I'll take a look and see if anything can be done and what makes sense.
Saint Marold YT 22 hours ago 
https://steamcommunity.com/sharedfiles/filedetails/?id=2521846912&searchtext=stellarstellaris

"StellarStellaris - Reduce Outliner Update frequency"

As far as I know, the mods that are supposed to reduce the UI update frequency no longer work, because Paradox have moved UI mods so that they are Ironman/Archivment compatible and no longer modify the checksum.

Might be worth a look.

Apparently it looks like the map modes in the Galaxy Overview also cause lag. (Bottom right the UI)
If i switch back and forth, I can see a significant reduction in the frame rate, at least at my end, as Opinion map filters and probably the others are updated very frequently.
RegiZero  [author] 22 hours ago 
@Rambo88pl No worries, I kinda forgot to mention it in the patch notes but I did remember to update the supported languages section haha
RegiZero  [author] 22 hours ago 
@PrinceRising Even if that is the case, it is just when you have that screen open so there must be something else ...
RegiZero  [author] 22 hours ago 
@Saint Marold YT Hmm, not sure how much I can do about that but could have a peak. Thanks for the suggestion nevertheless!
RegiZero  [author] 22 hours ago 
Thank you for your donation Bend, really appreciated!
Rambo88pl 23 hours ago 
And thank you for adding Polish Language to the mod. I am pleasantly surprised by this fact, and positively. :)
PrinceRising Jun 5 @ 9:01am 
Honestly I've heard that UIO might it's self be causing lag, I'm unsure myself I just know that opening any menu with leaders tends to cause crazy lag,
Curious if the animated portraits are causing a bunch of lag and if making them still pngs would fix it.
Saint Marold YT Jun 5 @ 3:57am 
If I had to guess, I would say the UI Outliner is a major reason for the lag.

This is constantly updated every 7 frames (?). (Information without guarantee 😬).
RegiZero  [author] Jun 5 @ 3:17am 
@B flat Yeah, pops were the main reason but there is something else now that is making the same impact, if not worse; just need to figure it out.
RegiZero  [author] Jun 5 @ 3:16am 
@BendOverShronkey Sure thing, that will be the next optimisation haha
RegiZero  [author] Jun 5 @ 3:12am 
@AltoidsMaximus The replacement is "Coming soon(tm)" haha
RegiZero  [author] Jun 5 @ 3:11am 
@Wairui No it does not.
B flat Jun 5 @ 12:41am 
@RegiZero thanks for your hard work. I haven't noticed much of a performance impact after the pop update in 4.0, unfortunately. A small one, yes, but not really that big. Not sure what you can do on that front though. Subjectively, your 150% setting before was actually faster than no setting now.
BendOverShronkey Jun 4 @ 10:59pm 
Don't know if this has been brought up but when the A.I gets into late game, and gets a strong economy i'm noticing the A.I changing the "Eternal Vigilance" policy to full spending causing every un-upgraded starbase to receive defence platforms which is causing lots of lag late game, wondering if there is a way to limit the A.I to Half-Spending?
AltoidsMaximus Jun 4 @ 8:04pm 
Now that pops are not that much of a performance issue, what has replaced them?
Wairui Jun 4 @ 6:29pm 
RegiZero:
Does this mod change the "00_on_actions.txt" file?
RegiZero  [author] Jun 4 @ 4:57pm 
@everyone The mod has just been updated with fixes and extra features:
- The optimisation "Improve AI unemployment" now works in 4.0 as well.
- The optimisation "Restrict AI pop count" has been retired due to pops not being a significant source of performance issues anymore.
- The optimisation "Restrict AI Corvettes/Frigates" now also accounts for bioships in the conversions if the respective empire uses them of course.

There will be a replacement optimisation coming for "Restrict AI pop count" at some point but in the meantime let me know if anything is bugged or not right!
RegiZero  [author] Jun 2 @ 2:51pm 
Thanks again for the donation shin, much appreciated!
RegiZero  [author] Jun 1 @ 8:48am 
@Saint Marold YT Yeap, pops are not longer an issue but something is still making the game not go any faster... If not slower.
Saint Marold YT Jun 1 @ 8:26am 
Nevermind. I just saw that this is still being revised ... :steamhappy:
Saint Marold YT Jun 1 @ 4:34am 
"Restrict AI pop count" was always displayed as a modifier in the planet interface before 4.0, but not any longer in 4.0.

Not sure if it is a bug.
Only tested with AI Game Performance Optimization as the only mod.
VoidifyDBZ May 27 @ 5:19pm 
I have OOS in mp that are fleet orders and or fleet ship type. The only mod I have on that change fleet is this mod.The person I was playing with is done for the day so i can not test to see if it this mod or base game. So I'm just leave this here so if anyone is have the same problem.
Yes I know I ask about NSC3 - Season 1 but I was not playing with NSC that another group I play with. It's most likely base game, but some thing to look into to make sure.
RegiZero  [author] May 25 @ 2:09pm 
@DaFiestyBanana Yes, I heard that is the case already and will look into it. Thanks!
DaFiestyBanana May 25 @ 1:07pm 
Awesome mod. Just want to suggest, not sure on its effects but I have noticed on games I play that go late game, the AI seems to spam 2-3 of the deep space citadel platforms in each system. I don't know if these de-grade performance but maybe something worth looking at.
Pietrooperv May 25 @ 10:29am 
Holy crap this makes 4.0 AI AMAZING. Best vanilla style AI mod I have ever used.
RegiZero  [author] May 25 @ 3:44am 
@VoidifyDBZ Yeap, should be fine.
VoidifyDBZ May 25 @ 3:38am 
Hey, is it compatible with NSC3 - Season 1?
RegiZero  [author] May 21 @ 3:21pm 
@Ewan Norton Hmm... But most likely, yes.
Ewan Norton May 21 @ 2:30pm 
Hey, is it compatible with Better Perfomance from Kasako? I have this mod and it doesn't seem fixing the late game lags. So IM thinking trying this one
RegiZero  [author] May 18 @ 3:41am 
@Ahmet Hmm, I don't know what impact on performance pop groups have at the moment so I'll have to investigate this. Thanks for you suggestion though, might be on to something but it's too early to say right now. I'll add it to the list ;)
Ahmet May 17 @ 3:44pm 
I have a good idea I think :D. if you forbid AI migration pacts there will be less pop groups. this have been low impact in the past but now pop groups formed by race and faction differences of pops. You can also make AI default species rights auto migration disabled. with this, if AI conquers a planet, new species cannot migrate other planets. but you must be sure founder species can migrate, otherwise newly colonized planets will be low populated for a long time
RegiZero  [author] May 16 @ 1:28pm 
@=L33T 720= Cool, thanks for checking!
=L33T 720= May 16 @ 11:32am 
I already checked, mod still working fine for me at 3.14
RegiZero  [author] May 15 @ 3:23am 
@os Alright, thanks :)
os May 14 @ 2:18pm 
And it also was like builds platforms for 100% of starbase capacity, now it's only 50% but still a lot, considering that it doesnt cares if starbase is upgraded or not.
os May 14 @ 2:17pm 
In case of player it just spawns platforms on every starbase every 6 months, not sure how it interacts with AI
RegiZero  [author] May 14 @ 1:18pm 
@os Ah well, that might become an issue... Maybe. Need to look into how that actually works and if it literally just spams platforms haha
os May 14 @ 10:21am 
@RegiZero I mean, there's now "eternal vigilance" or whatever perk that actually makes starbases build defense platforms automatically. Could limit that to AI as well.
RegiZero  [author] May 13 @ 12:23pm 
@HIGHGROUNDFOREVER They could if every single starbase had some but this is usually not the case, so I think it is usually minimal.
HIGHGROUNDFOREVER May 13 @ 9:19am 
just a question: do defense platforms have any noticable impact on game performance?
RegiZero  [author] May 13 @ 8:22am 
@BendOverShronkey Hmm, I shall consider this, thanks for the suggestion!
BendOverShronkey May 13 @ 3:07am 
Thought i'd suggest this, but is there any chance you could add a limit to how many deep space citadels the ai can build? They're spamming them in every system and its causing some serious lag all around.
RegiZero  [author] May 12 @ 3:04am 
@Evanduril Don't have one, sorry. Although, I can revert and upload one if I get several requests. Also, it should be compatible apart from the disabled ones of course (if you don't mind the eco hit).
RegiZero  [author] May 12 @ 2:54am 
@Ahmet I'll check it out and see what I can do :)
Evanduril May 12 @ 1:06am 
3.14 legacy ?
RegiZero  [author] May 11 @ 12:05pm 
@=L33T 720= Hmm, the optimisation "Restrict AI Sub-species" might have that covered already but I will look into it and make sure. If not, I will add that or improve the other optimisation. Thanks for the suggestion!
=L33T 720= May 11 @ 12:00pm 
can you please add a option to prevent AI from taking genetic ascension or something to cap sub-species limit for AI? to prevent them from spamming sub-species when they take that perk
Bosmanson May 11 @ 11:54am 
Thank you for the update, it is greatly appreciated
Ahmet May 11 @ 5:38am 
Can you add a feature: restrict mauler and weavers.