Stellaris

Stellaris

Glavius mod 3.0.1
112 Comments
Dotatin Dec 25, 2022 @ 9:05pm 
When I start a new game, all AI remains in the starting system and does nothing, don't expand, don't develop. Maybe someone knows how to solve it. Please/
sattyre Dec 11, 2021 @ 1:49pm 
I don't know how helpful this will be, but the Irony Mod Manager says that there are two errors in this mod.
Error at line: 405 column: 1 file: common\ai_budget\00_energy_budget.txt.
Please report this error to the author of the mod: Glavius mod 3.0.1.

Error message says:

Error in common\ai_budget\00_energy_budget.txt: Ln: 405 Col: 1
Note: The error occurred at the end of the input stream.
Expecting: closing brace or statement
Other error messages:
The clause opened at ("common\\ai_budget\\00_energy_budget.txt", Ln: 379,
Col: 25) was not closed.

and

Error in common\ai_budget\00_energy_budget.txt: Ln: 405 Col: 1
Expecting: closing brace or statement
tjgydl1468 Sep 15, 2021 @ 12:14am 
can you update version for the last update?
Hutch Jul 25, 2021 @ 2:21pm 
@Peter34 Thank you very much!!
Peter34 Jul 25, 2021 @ 3:47am 
There's a mod in the Workshop that override-fixes the Primitive Survey Bug, no matter which mod causes it, if you place the other mod in the correct load order in the Launcher.
Hutch Jul 24, 2021 @ 4:29pm 
I need to confirm the bug. Neither can the exploration be completed, from the system with primitive Civ, nor can it be built with starbase etc.
mayhemsennet Jul 23, 2021 @ 2:25pm 
Any update or fix incoming for the bug regarding the inability to survey Systems that contain Primitive culture planets?
neph Jul 11, 2021 @ 9:41pm 
As of Jul 2021 attempting to survey a planet with a primitive civ plays the "survey complete" voiceline but does not survey the planet; resultingly, it's impossible to survey primitive civ planets & thus neither entirely survey systems with primitive civs within them.
Maldrood Jun 17, 2021 @ 3:04pm 
Will this be updated to 3.0.3?
Tovius Jun 3, 2021 @ 11:18am 
I don't remember off hand, I saw it while looking through the error files to check my own mods for bugs.
Pagan Min  [author] Jun 1, 2021 @ 8:29pm 
Which file was it in?
Tovius May 25, 2021 @ 5:01pm 
Just a heads up, count_pops/count_owned_pops has been replaced with count_owned_pop (without the s)
Czechys May 16, 2021 @ 2:02am 
I disabled all other mods to find what mod caused this. But the bug seems to occur at the game generation phase because even after disabling all mods i was still unable to scan primitives.
Pagan Min  [author] May 15, 2021 @ 5:29pm 
I never test using the open betas nor use any of the open betas so that's probably why I didn't detect that in any of the tests. I'll still look into it though because I'm going to fix it regardless. But at the same time if I don't find a issue well then it might be a mod conflict that will get fixed once I'm done refining this thing a little bit more.
Peter34 May 15, 2021 @ 10:40am 
I’m using this mod with the 3.0.3 beta, and I’ve found one Primitive, which caused no problems.

Are you using More Events Mod? Or StarNet AI?
Czechys May 15, 2021 @ 7:54am 
On 3.0.3beta this mod makes it impossible to scan primitive civilization planets.
Peter34 May 14, 2021 @ 10:31pm 
Does it work with the 3.0.3beta?
Pagan Min  [author] May 14, 2021 @ 1:36pm 
Alright pushed out an update for it. I still want to refine it and make it better but this version is stable and the AI has been performing well. @BlackTigerAce I forgot you wanted a legacy version so I'll upload a legacy version and add a link in little bit.
Pagan Min  [author] May 9, 2021 @ 10:38pm 
Expect a update no later than Friday for 3.0
Pagan Min  [author] May 9, 2021 @ 10:33pm 
Roger ;)
BlackTigerAce May 9, 2021 @ 5:19am 
hi mods dev, plz make this one as legacy 2.8.1 version, separate it with 3.0....+ version
Peter34 Apr 30, 2021 @ 7:23pm 
Looking forward to an updated version of this mod!
tjgydl1468 Apr 30, 2021 @ 6:47pm 
okay i'll be waiting
Pagan Min  [author] Apr 30, 2021 @ 6:33pm 
Yeah I'm working on a update now the AI is shit in late game
Pagan Min  [author] Apr 29, 2021 @ 9:25pm 
I'm running a vanilla test right now and so far it seems like this mod might be obsolete. Don't get me wrong I am still checking to make sure that it keeps up with tech, that the economy is solid, and that it can handle it's bureaucracy but if this mod is obsolete well then I'll let you guys know and pull it off the workshop. Sorry for being so late by the way got caught up with finals and the end of this semester in general. But yeah I'll definitely let you guys know by tomorrow if it's obsolete or if it's going 3.0
tjgydl1468 Apr 29, 2021 @ 1:27pm 
when version 3.0 release?
Pagan Min  [author] Apr 16, 2021 @ 11:22am 
I’m going to work on that soon. Don’t expect a patch by the end of the week but I will try try to get one out soon.
tjgydl1468 Apr 16, 2021 @ 6:07am 
how about patch for the 3.0?
Pagan Min  [author] Apr 4, 2021 @ 6:28pm 
Yeah the energy budget is missing a bracket for sure however when I went into the files to fix it the entire mod fell apart. So far it's missing the bracket and all the budgets are running fine so I'm probably going to leave it alone. Plus there is a massive update rolling through that is going to mess everything up so I'll figure out what's happening with that while I am fixing everything else.
Dryus Apr 3, 2021 @ 10:53am 
Hello.

Maybe the last } is missing?



00_energy_budget.txt

energy_upkeep_country = { # Covers most other things
resource = energy
type = upkeep
category = country

potential = {
always = yes
}

fraction = {
weight = 1
}
}
星辰耀龙 Apr 2, 2021 @ 8:53am 
thanks,I hope u prepare update for new dlc....
Drago Duval Mar 15, 2021 @ 3:20pm 
Might just be on my end then, i modify the define for my own use, so when i compared both my modded define and this mod one, the only difference seemed to be the line that i changed, but i might have either bypassed it or made the same change.
Pagan Min  [author] Mar 15, 2021 @ 2:01pm 
The original mod replaced it too I didn't really go in and enhance anything I just updated everything that was outdated. As for the defines I could of sworn that there were a couple of lines in the defines that were different from the original but. I not I'll delete the defines but if so I'll just refine the defines.
Drago Duval Mar 14, 2021 @ 10:30pm 
Just a quick tips, not sure if the original mod did that too, bu you are replacing the define file completely, not just using a overhaul file, making this mod incompatible with pretty much any others mods who do just that.

Also said define file is just the same as the original one from the game, so it's not even useful.
Pagan Min  [author] Mar 2, 2021 @ 7:41am 
Yeah most likely
Mythrantar Mar 2, 2021 @ 6:33am 
I am assuming you would need a compatibility patch for things like NSC2 and Gigastructural Engineering, right?
Pagan Min  [author] Feb 20, 2021 @ 1:12pm 
Haven't finished anything yet mostly because I know that a new update is rolling out and as soon as I update this mod the game will receive a massive update that will destabilize the mod.
Nekcarb Feb 20, 2021 @ 9:13am 
@Pagan Min , first of all thank you for doing this. Secondly, has @Nin's points about bureaucratic buildings and empire sprawl been addressed?
Pagan Min  [author] Feb 14, 2021 @ 1:04pm 
@ThePresident44 Facts
TazVadu Feb 11, 2021 @ 12:37pm 
This mod works well for me, AI builds enough bureaucratic centers. Overall a pretty great mod, enemy empires stayed relevant until the endgame when I got large enough fleets, and even then they were still challeging to war against. Playing at Commodore with scaling difficulty.
Pagan Min  [author] Feb 7, 2021 @ 11:04am 
yes
Mr. Adequate Feb 7, 2021 @ 2:57am 
Does this still need compability patches as the old mod? For example for planetary diversity.
Pagan Min  [author] Feb 3, 2021 @ 6:30pm 
Alright thank you I will add this to the description
Zipzopdippidybopbop Feb 3, 2021 @ 3:43pm 
Hi Pagan Min;

Just messaging to say that this mod conflicts with Acquisition of Technology/AoT; at game start with this enabled, for some reason the AI assumes to treat every AI empire as a Fallen Empire; after a month ingame each AI capital admin building is replaced with an Ancient Palace.

No idea why, but after extensive testing I've narrowed it down to this mod as the culprit.
Death Feb 2, 2021 @ 8:32am 
Pretty sure that Glavius was making this mod before the bureaucratic buildings and empire sprawl. I would guess its not even coded or made aware that the AI even have to make these buildings
Pagan Min  [author] Feb 2, 2021 @ 4:14am 
So in all the building files there is a weight to ensure it builds said buildings, a economic plan to instruct the ai how to manage it's economy at certain milestones in the game, and a budget to tell it how to budget, but obviously paradox did a bad job. So what glavius did is made some modifications to the budgeting files to ensure the ai would prioritize essential resources as well as made some tweaks to the economic plan. However none of those modifications involve admin, strongholds, or a couple of other special buildings that wouldn't be necessary to keep the ai's economy in the green or encourage to invest further in research. As for the upgrading fleets I took a look and didn't see any weights to encourage the ai to upgrade it's fleets, so I am thinking that the fleet issue comes from a combination of the ai focusing on other things first as well as a slow down in research do to the low admin.
Death Feb 2, 2021 @ 12:44am 
I was running a couple of visual mods like outliner mod but nothing that changes the game fundamentals. I think the ai will only build resource building based on weight of how negative or close to negative they are. I see starnet ai has the same issue with beuracracy buildings but their ai does not just ignore building it , it also deletes the first starting building lol. I don’t know anything about coding but I remember glavius refuring to resource weights or something like that a long time ago
Pagan Min  [author] Feb 1, 2021 @ 5:03pm 
As for the admin there is no economic plan for the ai to build additional admin, noor is there a budget for admin in the base game or the base mod which is what this fix is based off of. I could work on implementing a budget or economic plan but it will take some time since I also got school I got to do as well.
Pagan Min  [author] Feb 1, 2021 @ 4:50pm 
Yeah idk what could be causing the tech issue I tested this version and have noticed that sometimes the ai will focus on other things than upgrading ships but they will upgrade. Were you running any other mods during the run?
Death Feb 1, 2021 @ 8:04am 
I watched the first 80 years on observe on fastest and this seems quite stable. But the main issue I saw was that the AI does not build Bureaucracy (empire sprawl) Building, and does not seem to update their ships with new tech.