Stellaris

Stellaris

AI Game Performance Optimisation 4.0
889 Comments
jackrackham001 Jul 3 @ 10:12am 
What a lifesaver this mod is. Very nicely done. I and my potato rig both thank you for your tremendous effort.:steamthumbsup:
RegiZero  [author] Jul 1 @ 2:30am 
@xXUnsanctionedXx Yes it does.
xXUnsanctionedXx Jun 30 @ 8:05pm 
wil this affect pre ftl empires when they advance?
RegiZero  [author] Jun 18 @ 12:31pm 
@Duke Fontaine I tried to make this mod as compatible with everything as possible and in this case it should be fine with that mod :)
Duke Fontaine Jun 18 @ 11:27am 
Assuming I turn off the hyper relay option, would this mod be compatible with the "Smarter Hyper Relays: Improved AI" mod? Not sure if placing it above or below this mod would work. Love your mod btw, thanks for your hard work!
RegiZero  [author] Jun 17 @ 2:13pm 
@Dasharius Yeap, should be all good. Host gets the settings at game start and then anyone can edit them though edict. I guess I could make it host only but not sure ...
RegiZero  [author] Jun 17 @ 2:12pm 
@VoidifyDBZ Hmm, that doesn't sound too bad but worth checking out anyway I suppose.
Dasharius Jun 17 @ 8:52am 
Nice mod! Is it fully multiplayer compatible? So does the host make the settings or how does that work?
VoidifyDBZ Jun 16 @ 7:36pm 
@The P.I.S.S and @RegiZero I have noticed the same thing with the AI have many fleets, but that's not slowing my game down. Huge galaxy, 6 fallen, 3 marauders, 15 AI, and me. I was at war with a federation of 3 AIs in the year 2270. They had a federation of 200 ships, but each AI had 4-7 fleets of at least 70 ships and at most 120.
RegiZero  [author] Jun 16 @ 10:58am 
@The P.I.S.S Hmm, I personally did not notice such an issue but I could make a AI fleet merger optimisation if you want?
The P.I.S.S Jun 16 @ 8:07am 
hello there
this mod is great and it works pretty well
however as another issue that is currently killing my games is the following
that the AI spams, and makes, far, far, far too many fuking fleets, dozens and dozens per empire with numbers going off the screen and absolutely turning my game to a crawl less than 100 years in...could use a setting that limits how many fleets the AI can forwards to like, 5 or something at once, if theres a mod that does that can i get direcitons? please and thank you
RegiZero  [author] Jun 15 @ 2:05pm 
@TTV/COFFENATION It should "fire_only_once" for every country and this should be checked every years to make sure they do have it so that is odd. I suppose I can see if it still works.
TTV/COFFENATION Jun 15 @ 8:13am 
@RegiZero Thank you! Youre right, its in there but the Paradox Wiki doesnt mention it. I have another question regarding your micro_marketing. It only applied to one of my ai empires. Im not sure if thats a problem in my collection or "fire_only_once" locks it after one empire got it.
RegiZero  [author] Jun 15 @ 3:39am 
@TTV/COFFENATION Suspicious... haha. Rest assured that it is a working trigger, and you can find it in 00_scripted_triggers.txt if you want to verify this yourself. It just checks for the relevant country types.
TTV/COFFENATION Jun 14 @ 7:20pm 
Hello, i noticed you use the trigger "is_default_or_fallen" a few times but i cant seem to find that one in any documentation. Is this actually a working trigger?
RegiZero  [author] Jun 14 @ 3:40am 
@卡尔文迪斯梅特 Add a link in the description you mean?
卡尔文迪斯梅特 Jun 13 @ 4:16pm 
I made a new Chinese localization translation is here.Could you please add a link?
https://steamcommunity.com/sharedfiles/filedetails/?id=3108330591
RegiZero  [author] Jun 12 @ 9:55am 
@RegiZero Great! Less work for me haha
subject alpha Jun 12 @ 7:18am 
@RegiZero Uh.. The game just updated to 4.0.19, which fixed the CTD issue, so I can't figure out what caused it. Sorry.
RegiZero  [author] Jun 12 @ 4:24am 
@subject alpha When does this happen exactly? I have ran it for a bit and it's fine.
subject alpha Jun 12 @ 1:19am 
With the game updating to version 4.0.17, most optimization-related mods I'm aware of have CTDs and this one was no exception, so I'm going to have to remove this mod until it updates or the game does.
RegiZero  [author] Jun 7 @ 3:55am 
@Siegfried Yeah, sure. If you hop on discord I can send it to you either on the server or just DM so pop me up on one :)
Siegfried Jun 7 @ 2:02am 
RegiZero, do you have a previous version of this mod?

i want to use previous version of this mod that is compatible with the stellaris v3.14

4.0 basically just broke the game. so disappointing
RegiZero  [author] Jun 5 @ 5:14pm 
@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 Jun 5 @ 12:43pm 
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] Jun 5 @ 12:06pm 
@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] Jun 5 @ 12:04pm 
@PrinceRising Even if that is the case, it is just when you have that screen open so there must be something else ...
RegiZero  [author] Jun 5 @ 12:02pm 
@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] Jun 5 @ 12:01pm 
Thank you for your donation Bend, really appreciated!
Rambo88pl Jun 5 @ 11:42am 
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.