Stellaris

Stellaris

[Outdated] Skalla's AI & Gameplay Overhaul - Stronger, better, less tedious!
129 Comments
Skalla  [author] Jan 19, 2023 @ 1:05am 
Unfortunately I have no time to update this mod anymore.
The files are available on https://github.com/Skalha/skalla_ai though, if anyone wants to take over.
Evanduril Jan 18, 2023 @ 1:23am 
Update to 3.6 pretty please ?
Skalla  [author] Apr 29, 2022 @ 10:56am 
Let the Gigastructures mod overwrite this one and it should work
Dae Blackheart Apr 28, 2022 @ 4:10pm 
seems to not work with gigastructures as i have yet to see the AI build non-Vanilla fleets
孤海彡影 Apr 2, 2022 @ 8:16am 
When many people are online, AI declares war but will not take the initiative to attack and occupy your territory
jxswn Feb 28, 2022 @ 3:55pm 
好的好的,thank you!
Skalla  [author] Feb 28, 2022 @ 10:48am 
Should still work, but will update it this weekend to match the version number
jxswn Feb 27, 2022 @ 4:00pm 
3.3?
Skalla  [author] Feb 10, 2022 @ 8:10am 
@九夏宿未诺 No, the other mods are optional. I've changed the description.

As for Faster Galactic Community:
With my mod, the galactic community is way faster. If you'd rather have it a bit slower, then load the Faster Galactic Community mod after this one.
Skalla  [author] Feb 10, 2022 @ 8:06am 
@RECKLE$$ I've made a patch to remove all ship speed changes from my mod. Patch to remove ship speed changes
Load this after the main mod to overwrite the files.
jxswn Feb 10, 2022 @ 4:40am 
May I use it with this (Faster Galactic Community)?
jxswn Feb 10, 2022 @ 4:24am 
Do you have to subscribe to all three?
RECKLE$$ Jan 10, 2022 @ 10:10am 
love almost everything about this mod except the ship speed, at max tech and with buffs, modifiers and addons ships are not only cutting through at break neck speed but in formations with larger ships they pull away so much and so quickly its a bit jarring
Skalla  [author] Dec 6, 2021 @ 9:35am 
Unfortunately not, I didn't touch Sector AI.
Peppy Clown Dec 6, 2021 @ 6:22am 
does this mod improve Sector management?
Skalla  [author] Nov 28, 2021 @ 5:06am 
Thank you!
DemonicVoid Nov 27, 2021 @ 1:08pm 
Alright, thanks for the fast reply. And good luck with real life!
Skalla  [author] Nov 27, 2021 @ 12:04pm 
Not in the near future as I'm currently busy with real life.
I will keep it updated to the newest version of Stellaris at all times, but larger changes and updates will have to be put off for a few months.
DemonicVoid Nov 27, 2021 @ 11:24am 
Any planned updates?
Skalla  [author] Nov 19, 2021 @ 11:55am 
Glad you like them. Yes, you can change it to something else. The cleanest option would be to make your own small mod

How to do that:

1.Start the Stellaris launcher, go to "All installed mods"
2.Click 'Upload mod' in the top right corner, then on 'Create a mod'
3.Type in a name (e.g. trucemod), a version (3.1.*) and name the directory (e.g. mod/trucemod)
4. In your windows explorer, head to \Documents\Paradox Interactive\Stellaris\mod\trucemod
5.Add a folder named 'common' (important to name it exactly that, but without the apostrophes)
6.Go into the common folder and add a folder named 'defines' (same process as 5.)
7.Create a new text document named "trucemod_defines.txt", open it and paste this into it:
NGameplay = {
TRUCE_YEARS = 10
}
8.Save it, restart the Stellaris launcher
9.Head to "Playsets", click on 'Add more mods' in the top right corner
10.Find your mod and add it to the playset
11.Make sure your mod is loaded last
Let me know if you need help.
DarkPingDuck Nov 18, 2021 @ 1:10pm 
Hey Skalla, big thanks for your mods.
One question: >Truce time reduced to 5 years< . I like the default 10 years option. Is it possible to change that to default? maybe change something in the modfiles?
Skalla  [author] Oct 14, 2021 @ 6:31am 
@Gamer brain To a certain extent, yes. Although there are some limitations to the war AI which are currently unmoddable that produce unwanted ally behavior. Still, they perform much better than in vanilla.
Skalla  [author] Oct 14, 2021 @ 6:29am 
@WERWOLF-SS Glad it worked out
Concrete Slurper Oct 13, 2021 @ 8:22pm 
Does this fix AI allies not doing ♥♥♥♥?
WolvesofZiu Oct 13, 2021 @ 6:33pm 
The patch fixed the issue thank you.
Skalla  [author] Oct 11, 2021 @ 9:29am 
I can confirm this was an issue with my mod. I have uploaded a compatibility patch for NSC and my mod. They build NSC ships now, as intended. Use them in this order:

1. NSC
2. AI mod
3. Compatibility patch
WolvesofZiu Oct 10, 2021 @ 3:05pm 
I have it ordered like so
1.Skalla Ai Mod
2.NSC

The AI is working well it is building ships and declaring wars. It has the tech and builds for the NSC ships they just dont build them. I have others mods that might be interfering so it might not necessarily be a issue with your mod.
Skalla  [author] Oct 9, 2021 @ 5:02am 
Apologies, I meant to say that you'll have to place NSC after my mod, not the other way around.
WolvesofZiu Oct 9, 2021 @ 1:18am 
The AI is keeping its ships up to its latest tech but they are not producing any NSC ships. My mod load order is Z to A with your mod at the very bottom. Is that the correct placement for it to work with NSC?
Skalla  [author] Oct 4, 2021 @ 10:07am 
Yes, but do let me know if something behaves unexpectedly.
WolvesofZiu Oct 4, 2021 @ 8:49am 
Forgot to ask is it save game compatible?
Skalla  [author] Oct 4, 2021 @ 8:08am 
I've updated it to 3.1.2!
If you find any bugs, please let me know.
WolvesofZiu Oct 4, 2021 @ 12:27am 
Will this be updated?
Skalla  [author] Oct 2, 2021 @ 7:00am 
Personally I play on Admiral, but it really only comes down to personal preference. Adjust it in a way so it becomes challenging enough without it becoming unfun.
Coffee [29ID] Oct 1, 2021 @ 4:19pm 
Thanks! It seems to work pretty good so far - they keep up in economy and research while having excellent fleets. Do you recommend having scaling difficulty on?
Skalla  [author] Oct 1, 2021 @ 12:51pm 
It's partially incompatible, but I've been using both with no noticeable problems. Just make sure you load my mod after NSC2.
Coffee [29ID] Oct 1, 2021 @ 12:33pm 
I was wondering if this is compatible with NSC2? I'd reckon not but it's worth a shot.
Billy O'Brian Sep 9, 2021 @ 3:52am 
Thx :)
Skalla  [author] Sep 9, 2021 @ 1:49am 
Unfortunately not, as both mods make changes to AI. You can load my mod after ACG to overwrite their AI-related changes though.
Billy O'Brian Sep 9, 2021 @ 1:02am 
Is this compatible with ACG?
Skalla  [author] Aug 14, 2021 @ 9:15am 
Only foreign AI, I didn't make any adjustments to the sector AI.
Fuzzy Aug 14, 2021 @ 9:08am 
Just wondering does your mod improve sector AI as well or just Foreign AI?
Crusader Jul 4, 2021 @ 10:04am 
Perfect, thank you.
Skalla  [author] Jul 4, 2021 @ 2:32am 
Yes, very much so. I suggest you play a run without it first. And welcome to Stellaris.
Crusader Jul 3, 2021 @ 8:50pm 
I just got this game, have no idea what I'm doing. Will this mod make the game harder for a new player? The mod sounds awesome.
Skalla  [author] Jul 3, 2021 @ 7:40am 
You're welcome. I usually load bigger mods that change the entire experience first and then the smaller ones. That way, the general experience remains the same but certain preferable aspects get overwritten by the small mods, like the megastructure behaviour mod. That way it can never hurt to keep a mod, even if it overwrites a small part of another mod.
Felix Wiseman Jul 3, 2021 @ 7:09am 
Thank you. I'm making a modpack and was wondering if I should have removed another mod that addresses AI megastructure behaviour.
Skalla  [author] Jul 3, 2021 @ 2:59am 
Not directly. I have not touched megastructures in this mod. However, due to better AI economy, megastructures are built slightly more frequently. I don't think it's very noticeable though.
Felix Wiseman Jul 2, 2021 @ 11:54am 
Hi. Do the changes related to AI construction behaviour also relate to megastructure construction? Thank you