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When I am saying "issues with the mod" I mean something along the lines "AI overprioritises food in midgame", not something like "AI doesn't know how to build armies"
I have plans for zenith, but can't guarantee it will happen soon.
From the look on starbase extended, while mods can used together the mod will give much more edge to humans than to AI.
Stellaris AI has a dumb unmodable desire to suicide their fleets into starbases (probably it misunderstands how threatening they are). To an extent I can add workarounds to prevent it happening (for example by making AI use weapons which are good vs starbases) but any mod buffing starbases will let you abuse this behavior easily.
@f59375443
No, and they will never be compatible. All AI mods are heavily incompatible, using any AI mods will break everything. In best case One mod will override the other, in worst case AI economy will crash.
I am not entirely sure why do you want to launch them together. If a simple thing like (launch this mod with glavius) could make AI be better I would have either included it in this mod in the first place or advised to do it.
I included some of the things glavius did in his mod (most importantly his resettlement handling), but pretty much 90% of it is incompatible.
OK,I know ,thank you
But for some reasons it didn't work properly (exterminators were building food districts/district display was borked), I need look more into it. Probably part of the reason is that Universal District patch isn't updated as often, but maybe there is something more to it.
Star Trek new horizons is heavily incompatible with everything, so no and it never can be compatible.
But on a positive note, recently I've been playing a lot of STNH and I am making an AI mod specifically for it (I won't change diplomacy I think, since that would be a bit breaking the startrek lore), but at the moment I am not satisfied with how it performs.
Or is this part completely separate from the other decision making?
Any new content (including plentiful conditions) needs to write their own ai_weights. If author wrote good handling for them it will be used, if author kept the weight to be 0 it won't.
Normally nothing will break but whether AI will or will not use the new content depends on the mod (and in most cases humans will use it much better. Sometimes these mods have few overpowered traditions/perks which are heavily prioritised by humans but are picked by AI only rarely due to low ai_weighting).
I think people reported Plentiful Traditions, ZoFE, Guilli's mods, ESC, Gigastructures to work fine with starnet even without extra patches.