Stellaris

Stellaris

K Diplomacy Fix
36 Comments
TreesAndGreens420 Jun 27, 2018 @ 2:19pm 
does this mod still work
emperor_kk  [author] Oct 2, 2017 @ 3:41pm 
You are welcome =) It's 2 am here, so i am off to bed. HF !
emperor_kk  [author] Oct 2, 2017 @ 3:35pm 
Sometimes, though it's kind of rare you get some files corrupted when the PDS launcher unzips the files to load the mods. I've seen it happen a couple of times so far. The files remain in the game temp and don't get refreshed. Once you resubscribe you force the game to flush the old files and reload the files again. I'm happy it works for you =) Have fun man!
[VG] Shedovv Oct 2, 2017 @ 3:32pm 
Thank you very much for the help and such quick response too! Now I have to figure out a way to enable all my other shit without breaking this... which now that I know how to fix the problem, shouldnt be too difficult. Once again THANKS! And Good Job with the mod!
[VG] Shedovv Oct 2, 2017 @ 3:30pm 
SHIT! IT WORKED! I just loaded my game again and jsut the K Diplo after unsubbing and re subbing and I got +2Influence now! instead of +0 as I anticipated intitially when installing the mod.
emperor_kk  [author] Oct 2, 2017 @ 3:26pm 
no, none of those you ve mentioned should be creating yr issue. NSC has soe variables that are the same but none of the diplomacy ones that i change.
It is related because most ai mods tamper first and foremost with the defines files that i'm changing as well...
This is actually weird, can you try unsubscribing and resubscribing to the mod, it could be something else entirely.
[VG] Shedovv Oct 2, 2017 @ 3:21pm 
I just tried "debugging" the Save File by unloading all the mods except for K Diplomacy Fix and it still didnt do anything.
[VG] Shedovv Oct 2, 2017 @ 3:13pm 
That, a shitload of portrait mods, a "Board That Ship" which afaik is just an event mod, Epic Galaxies Dim Core, Size, Shape and Core mods, Color Coded Messages and Terraforming Candidate Finder. The NSC I had is Streamlined version. One of the above or more reuqire some Mod Menu mod. But I do not think that any of these affect AI. Besides how is the problem related to AI if what ends up not working is the Infulence fro mDefensive Pact not changing into a +1 and instead staying as -1 ?
[VG] Shedovv Oct 2, 2017 @ 3:08pm 
The thing is... I dont! so far I only had the Graphics for planets and the NSC installed in that playthrough.
emperor_kk  [author] Oct 2, 2017 @ 3:05pm 
Would you be so kind as to tell me what else you have active so i can pinpoint what is creating yr issue ?
emperor_kk  [author] Oct 2, 2017 @ 3:05pm 
i'm pretty sure it is load game compatible. You obviously have some other mod active like Advanced AI that meddles with the same files and variables
[VG] Shedovv Oct 2, 2017 @ 11:43am 
This isnt stated anywhere in the OP as far as I could see but the mod seems to be not save compatible. I am in the middle of a playthrough right now (I got Stellaris as a gift a few days ago) and I noticed the pasky influence reduction from Defensive Pact's then I saw this mod. But when I loaded the mod and loaded my save I still have -1.0 Influence from Defensive Pacts modifier. Is there anything that can be done? I would very much NOT start an entirely new game.. cuz I am playing on IronMan.
emperor_kk  [author] May 9, 2017 @ 9:23am 
new pointers have been added in 1.6.0, will release a new patch in the comingg days for dynamically setting expansion costs based on map size.
emperor_kk  [author] Apr 13, 2017 @ 10:34am 
@Wellech, there are two issues.

-- It was reworked only as far as it was needed to not create errors in logs and play nice with other mods (mere technical workarounds and inclusion of new pointers and removal of the old ones)

1) Some of the game's workings are too hardcoded to provide an efficient alternative w/out doing an overhaul and I can't sustain one on my own.
2) This mod on its own, doesn't affect the NEED for aggressive expansion, it just allows it. When combined with Enhanced AI on the other hand it makes AI far more expansionist.

I will try and see if I can find a way to affect exxpansion costs based on map size/no empires, but I will probably have to disguise it as an event because some values are loaded only once in-game and any change is discarded.
Vellis Apr 13, 2017 @ 3:49am 
Liking this mod but only one thing bothering me:

- Why aggressive expanion?
- Was this mod reworked to adopt the new Traditions?


Regarding Traditions and aggressive expansion, and other default in-game strategies, isn't it best to let the players decide their strategy and not be pushed into aggressive expansion by a mod? Federation builders supposedly unite against aggressive expansionists.

Maybe expansion protocols ought to be overhauled completely. My thoughts regarding a overhaul is to scale relevant values in-game with the size of map . Basically, a bigger map with fewer empires should expand relatively faster?
emperor_kk  [author] Apr 12, 2017 @ 11:00am 
If the "team up" thing is not resolved by patch I will do a workaround by decreasing the aggressiveness modifier against Hive Mind(s).

Should anyone have any idea how else, I can approach this I would welcome any comment.
emperor_kk  [author] Apr 12, 2017 @ 11:00am 
About the teaming up it has nothing to do the mod. The current vesion of Stellaris has some balancing issues there. A patch should be coming out by the end of the week. Or so says devs in pdxplaza.

About the difficulty, yes this+Enchanced AI can make your life very difficult even in the previous version (1.4.*), if you get a mediocre or bad start.The fact is that currently any bonus on influence for normal empires has almost doubled its effect against Hive Mind.

The only tactic that I've tried so far with any effect on Hive Mind wih both mods on, is getting first some Frontier Posts out to grab good property and then start colonizing. Utopia seems to be adding a lot of minerals in galaxy generation, so grabbbing property early seems to be the way to go and colonization might be a seconadry goal.
DevilsKnock𝄡 Apr 12, 2017 @ 2:26am 
Is it just me or does this mod plus Enhanced AI make Hive Mind incredibly hard to play as? I've lost 3 games now as hive mind within just a few hours of starting. I either can't get powerful enough in time (since every faction is basically unfriendly except other hive minds) or if I do get powerful enough, they team up with each other to kill me.

Am I doing anything wrong or do you have some tips for them? I've tried fast expansion but then my fleet suffers and just building a strong fleet causes them to ally then kill me.
emperor_kk  [author] Apr 11, 2017 @ 8:52am 
small bug fixed
emperor_kk  [author] Apr 11, 2017 @ 8:23am 
updated.-
Please provide info on
"Max trade years set to 100 (mainly for multiplayer but it will work for single player game, however years above >30, >60, >80 increase the acceptness penalty by a small percentage)"
I had to makee a few changes, it shoudn't have an issue. That's the only thing I haven't tested thoroughly.
Gbrille Apr 11, 2017 @ 4:21am 
Waiting for 1.5 version~
emperor_kk  [author] Feb 24, 2017 @ 12:47pm 
@sunnysideup7066, I've completed all changes to the texts, will upload them tomorrow. I am testing compatibility with more than 30 of the most commonly used mods so I try to make it as bug-free as possible.
@Remus, glad you like it.
emperor_kk  [author] Feb 24, 2017 @ 12:36pm 
New version released.

The new war goals can be picked up by the AI.

Fix, when a human empire asks to join a federation that at least one of the ai players has a positive (>75) attitude, then all ai in federation will get a bonus equal to their attitude towards the friendly empire.

Max trade years set to 100 (mainly for multiplayer but it will work for single player game, however years above >30, >60, >80 increase the acceptness penalty by a small percentage)
Remus Feb 21, 2017 @ 5:49am 
So this mod plus drug induced research allowed me to get to shipyard 6 in 22 game years plus gamma lasers, tier 2 kenetic battery, and laser strom from BOSP lol
sunnysideup7066 Feb 21, 2017 @ 4:56am 
@emperor_kk, it works all in all really well. I haven't really noticed any balancing issues or bugs, so aside from the text it seamlessly fit into my game without any bugginess from other mods. Thanks for the mod, good work!
emperor_kk  [author] Feb 20, 2017 @ 2:12pm 
thx @sunnysideup7066 , I'm gradually changing the vanilla texts but it was not my to priority as I've been stuck trying to work around diplomacy options as most of it is hardcoded and I'm trying to make changes that the current iteration of the game just doesn't support as a functionality.... arghhh ...

Next updates will includes the following :

1 - Fix for when you invite into a federation a third party and the federation already includes AI that is plain stuborn for no reason.
2 - Max trade years set to 100 (mainly for multiplayer but it will work for single player game, however years above >30, >60, >80 increase the acceptness penalty by a small percentage)
3 - Minor changes to ethic based penalties
4 - Edict to reduce truce times (still have a small bug to resolve here, it desyncs mp and i need to find a way not to do that)
5 - Revised Scorched earth protocol based on bombing settings
6 - small adjustments in directorate buffs
sunnysideup7066 Feb 20, 2017 @ 11:17am 
Played about five hours in so far. Actually works very well, but got a little scared when I formed my first defensive pact because it still says you're going to get a penalty to your influence.
emperor_kk  [author] Feb 18, 2017 @ 5:40pm 
@CloudyDOSH, I am trying to add an incremental buff there, (you get extra bonus per member that likes you more than 20) but I haven't been very succesful so far. If I can't add it like that I will add it as a percentile buff.
I'll upload a version to support it either way in the coming days.
CloudyDOSH Feb 18, 2017 @ 9:45am 
will thie mod help with larger federations when trying to add more members, as I find the assocation buff doesn't provide a big enough boost to stop that ONE AI member voting no for full membership status.
emperor_kk  [author] Feb 17, 2017 @ 11:24am 
new version with small revisions and text updates will be uploaded tomorrow.
emperor_kk  [author] Feb 17, 2017 @ 11:24am 
thx @sunnysideup7066, I agree, would be glad to hear any thoughts.
sunnysideup7066 Feb 15, 2017 @ 1:39pm 
I fullyintend to try this out on my next playthrough. All of these points are exactly why I DON'T play for diplomacy or federation builds.
emperor_kk  [author] Feb 12, 2017 @ 4:43pm 
thx @Remus, I would love to hear any feedback you might have.
Remus Feb 12, 2017 @ 4:32pm 
Starting a new playthough with some other mods active so ill let you know how it works, love the idea btw
emperor_kk  [author] Feb 11, 2017 @ 7:48pm 
thx @BlueHydra, I'll be uploading new version tomorrow. Would appreciate any feedback.
Jestic Feb 11, 2017 @ 12:47pm 
will be trying this out after my current playthrough