Stellaris

Stellaris

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~Glavius's Ultimate Multiplayer AI for 2.2.4
 
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0.178 MB
Jan 1 @ 3:55pm
Jan 21 @ 6:46pm
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~Glavius's Ultimate Multiplayer AI for 2.2.4

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Description

Currently this mod is under heavy construction and you should expect updates extremely frequently!

This mod exists to enhance the Stellaris AI and make it smarter in general. With this mod you can play Stellaris on the ensign difficulty setting and still have a challenging game.

Reuse Information:
[creativecommons.org]
To the extent possible under law, Glavius has waived all copyright and related or neighboring rights to this mod.

If you like this mod, please consider coming back and

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Awards
Odin Gaming's Stellaris Mod of the Month September 2017
https://www.odingaming.com/2017/09/28/stellaris-mod-roundup-september-17/#glaviuss-ultimate-ai-megamod

Odin Gaming's Stellaris #7 Mod of the Year, 2017
https://www.odingaming.com/2018/01/08/top-10-stellaris-mods-2017/#glavius-ultimate-ai-megamod

[www.patreon.com]



Basically it takes all the things that you dislike in the AI and fixes them.

This mod is designed to improve the AI in several ways. Most importantly ALL changes to the AI directly impact the players sector AI. There is no difference between the sector and empire AI’s when it comes to choosing what to build on a planet. It enhances the AI’s economic play, it makes the AI choose better ascension perks, and will then focus on the AI’s military play. Finally, the mod will add more distinct AI personalities by having them play by their traditions and empire type. After all a xenophile pacifist wouldn’t logically have bastions at there borders but defended trading posts with friendly neighbors.
The current focus of this mod is to fix the AI’s underlying economy issues. I’ve managed to resolve the very early game issues with the AI not expanding. Further, I’ve got the AI so it wont go into a death spiral where it runs out of a key resource and then starts running out of other key resources. Currently I’m teaching the AI how to build fleets and protect its territory.

The second phase will be to get AI fleets working correctly and teaching the AI how to wage war. Currently the AI is very spastic about target selection and tends to randomly flip back and forth between targets. This leads to the AI never arriving to fight in most wars. Things like this are fixable by using the event system and giving orders to AI fleets via event. If Paradox doesn’t patch the pathfinding issues before I get to this then I’ll just disable AI pathfinding and write it all out in a series of events.

The third phase is to create distinct AI personalities. Fanatic Militant Xenophiles and Militant Authoritarian Xenophiles currently have very few gameplay differences between them. What I want to do is setup individual building weights so that the Fanatic Militant Xenophile would have large fleets, trading hubs and stations, and be willing to enter into defensive arrangements with its neighbors and friends. On the other hand, the Militant Authoritarian Xenophile would be similar, except as an authoritarian empire it would have far less interest working with its democratic and egalitarian neighbors. I can use this to determine its rival choices and who it should be hostile to.
Once these three phases are complete, I’ll go back to the first phase and start optimizing each area. Generally, after a loop or two, Paradox releases a new patch or expansion and then I start all over again.




Popular Discussions View All (2)
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81 Comments
Glavius  [author] Jan 20 @ 1:48pm 
@VladMar
Multiplayer uses the default AI. I can't mod it without desyncing the game but the single player version uses a custom military AI.
VladMar Jan 20 @ 12:22pm 
@Glavius

First, thank you for investing time and fixing game.

Problem: AI getting stuck, it does not move its massive fleets in wars.
Observed: In multiplayer. My friend is at war with three empires and I'm at war with one. 3 out of 4 empires are partly stuck. They move their smaller fleet, which gets oblterated, but they refuse to move their "main" fleet.
Glavius  [author] Jan 20 @ 11:11am 
Update:
Fixed gai_clear erroring out
(2.2.4) Wrong machine empire buildings will be replaced at a rate of 1 per month to the correct buildings
(2.2.4) I think the contingency should now purge correctly
Aleriez Jan 20 @ 8:32am 
FYI my multiplayer game doesnt suffer from desync atm, or at least non that cant be fixed by a rehost.
Glavius  [author] Jan 19 @ 12:25pm 
@Fraer
Try 2.2.3 it's more stable right now and I know Paradox is working on a hotfix for Monday.
Fraer Jan 19 @ 12:03pm 
@glavius thx tho, tried to launch on friend as a host without mods and ended up with desync pop_modifiers and planet_modifiers. Had a performance mod also, but creator claims that it only affects textures so yea, i guess its just a game itself bugs out.
What i feel like is that when the desync happening the game cuts off a lot of mechanics for whatever reason and AI stops doing anything aka declaring wars or expanding, so with the desyncs happening it feels like unplayable >.<
Glavius  [author] Jan 19 @ 11:51am 
@Fraer
Actually that isn't what happened with you two -- I've seen it happen but the error always prevents peopel joining the game -- I think in this case 2.2.4 is just bugged and causing the desync on its on (see ajgoody's comment)
ajgoody Jan 19 @ 11:49am 
Hmmm we are also getting desync POP_MODIFIERS now. But we have not yet tried it without your mod, so it could be the new patch. We will start a new game with out mods and see if that helps.
Fraer Jan 19 @ 11:44am 
@Glavius you mean me and a friend i'm playing with ended up with different versions of the mod ?
Glavius  [author] Jan 19 @ 11:40am 
@Fraer
I also don't touch pop modifiers at all apparently I had to check.