Stellaris

Stellaris

Dynamic Difficulty - Ultimate Customization
920 Comments
Gratak  [author] 28 Oct @ 10:09pm 
@O7Gasimli: NPCs should be any non-default empire
@MightNight: Alright. Seems a bit harsh to call it "not working anymore" in that case. But that means I don't have to change anything that I hadn't already planned on moving his stuff over.
MightNight 28 Oct @ 8:08pm 
@Gratak I think it just needs to updated to the newest version due to the outdated modifiers like you mentioned
07Gasimli 28 Oct @ 10:59am 
What does NPCs in the diffuculty menu stands for?
Gratak  [author] 28 Oct @ 2:33am 
Possibly stupid question, but does any of you know what is actually broken in Hemothep's mod? Other than some outdated modifiers? I haven't played the game in years, so I don't have a save to actually test it on, but it does seem to work fine and not throw error in a new game (where it of course doesn't increase the difficulty yet).
Gratak  [author] 23 Oct @ 9:42pm 
Can't do that without major changes. Since scaling is only for standard empires in my mod. Masochists can still increase the other empires strength manually.
MightNight 23 Oct @ 12:27pm 
Yeah that would be great. I would suggest also adding an option to have it enable for non-standard empires just to satisfy the masochists
Dustreaper 22 Oct @ 2:49pm 
Then i cannot wait sounds awesome.
Gratak  [author] 22 Oct @ 1:30pm 
Absolutely. Hemotheps would be fully optional and I wouldn't enable it by default. Way too many subscribers here for such a major change without action by the user.
Dustreaper 22 Oct @ 1:07pm 
Doesn't sound to have any downsides. Would it be possible to disable hemotheps to use normal scaling? I don't see a reason not to but more options to have is always great.
Gratak  [author] 22 Oct @ 11:04am 
Correct. It would change to +5 (or even higher. Will need to test this) as soon as you satisfy Hemotheps "increase difficulty" requirement for multiple checks
Dustreaper 22 Oct @ 10:09am 
How would that compare to the scaling now? I set some to +1 per year and that is not enough in my current game a 100 years later. That inclusion I.e would super charge that to +5?. I think it would be great.

Yea i would't want it for fallen empires and with giga i already change that. Marauders/khan are kind of a pushover but really depends when they trigger. If late i would want them buffed.
Gratak  [author] 22 Oct @ 9:01am 
Would like some feedback from you regarding the inclusion.

Trying to fully include it into my system so my idea would be to use the triggers from Hemothep and use them to automatically control the scaling from my mod. I.e. adding a factor from -5 to 5 or so to the scaling according to how far ahead/behind the strongest AI you are. This would also allow you to configure the automatic changes by removing or adding modifiers to the scaling, e.g. adding ship strength for a more direct effect.

I would completely remove the dynamic non-default empire scaling that Hemothep had in his mod. Seems to me (and also read this a lot in his comments), that this can lead to insanely strong awakened empires or other special countries.

What do you think?
Gratak  [author] 20 Oct @ 10:17pm 
Yeah, adding it to this mod is the plan. He actually asked me when he stopped development but back then his mod was still perfectly working.
Dustreaper 20 Oct @ 10:07am 
I would +1 that also used it in the past.
MightNight 20 Oct @ 6:32am 
Hell yeah! That would be awesome man! You could straight up add that as an option to this mod since he is letting people take over it as they please
Gratak  [author] 19 Oct @ 10:30pm 
Ah. So it did completely break by now. I will see what I can do but it might take a while until a find the time.
MightNight 19 Oct @ 4:47pm 
Wish you could pick up the mantle of Hemothep's Dynamic Difficulty...he stopped support for it and I loved the Fire and Forget approach
Gratak  [author] 25 Sep @ 5:02am 
I'm not seeing any issues. As always, please report anything you find.
G-Lew 24 Sep @ 7:15pm 
Is this still compatible with 4.1?
Ramos.C 22 Sep @ 11:46pm 
alright thank you
Gratak  [author] 22 Sep @ 10:24pm 
No. Unfortunately not. You'd need to edit a save game to do that.
Ramos.C 22 Sep @ 9:08am 
Hi, is it possible to select one AI empire to have bonuses instead of random dice roll? I want MSI to be the strongest AI empire to fight. Thank you
Gratak  [author] 14 Sep @ 12:10pm 
Well he should immediately see a change in the description of the event. The modifiers themselves are only applied when the event chain menu is fully closed.
Ghost Fox (ΘΔ) 14 Sep @ 4:50am 
If the changes need time to happen, are they being given that time?
Gratak  [author] 14 Sep @ 1:20am 
In that case I'm a bit at a loss what could be wrong for you. Certainly can't reproduce this.

Please check that the mod is correctly installed.

You could also send me some screenshots before and after clicking (possibly via discord, see link to stellaris modding den above, I'm on that server as Gratak-) to give me some details what exactly is happening.
somedddff 14 Sep @ 1:02am 
it happens on both, yeah
Gratak  [author] 13 Sep @ 10:56pm 
Does this happen in a specific save game or also if you start a new game?
somedddff 13 Sep @ 10:06pm 
the bonuses wont apply. anytime i press the "increase bonus by __ steps" nothing happens
Gratak  [author] 11 Sep @ 11:58pm 
Hmm. It is working fine for me.

I'm referencing the modifier names from vanilla and since some of them are referenced in all capital letters and some are in all non-capital letters I write both of them into my code. But since usually only one of them should exist that normally means that only that one is displayed.
Sarus 11 Sep @ 10:08am 
From this 1 or its the addon one, under More Modifiers>Empire Size and Edict
"Tradition Cost From Empire SizeTradition Cost from Empire Size" its name is pasted twice? :lunar2020thinkingtiger:
Gratak  [author] 2 Sep @ 3:14am 
Thanks. These modifiers should all be in the extension mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1613880809
Duchess UwU 2 Sep @ 12:55am 
Great mod, absolutely love it.

Is is possible to add settings for things such as pop growth & assembly, research speed & researcher output, to me those seems like the only missing settings.
Gratak  [author] 23 Aug @ 9:44pm 
Negative scaling is already possible. But I will not add scaling for the player.

The way I do it with AI spams the modifier list as I split the modifiers into powers of two to exponentially reduce the number of modifiers I need. So adding scaling to the player (which is a very niche application) would mean that for all people I'd either have to spam the list or have insane amount of different modifiers defined.
SP-Calamitas 23 Aug @ 10:47am 
would it be possible to add a reverse scaling functionality to player bonuses? so every 4 years the bonuses go down? maybe a mid-game/late-game auto setting too, so that the player's bonuses go down whilst the AI bonuses go up?
Gratak  [author] 16 Aug @ 10:52am 
There is very little that should overwrite anything of my mods as all my variables and files have my mod name in them and won't be overwritten by other mods unless someones does it on purpose. Pretty much the only thing that could be overwritten by accident is if some mod changes the vanilla modifiers in a way that takes precedence over my removal of them.

That wouldn't be fixed by changing the mod order. In that case the stuff that is set by whatever other mod would do that would be applied in addition to my mods bonuses. As such you should start with double civilian bonuses though.

Other than that, I have no idea what could be happening in your case. I cannot reproduce any issues you are describing. If I switch between Civilian and Grand Admiral all bonuses are correctly removed/applied.
Dustreaper 16 Aug @ 6:12am 
They stay umm if i put the mod at the bottom of my mod list nothing should overwrite it right? The ai difficulty keeps going away set it to grand admiral and sometimes it will just be blank so i think that is ensign?
Gratak  [author] 15 Aug @ 10:38pm 
Do they actually stay for longer? It may take a month for them to disappear. Also in theory, the mod allows for both bonuses for AI and player at the same time. You can get a detailed look of what is currently active in the difficulty customization.

I cannot test myself this weekend. Please give me some feedback if you still feel something is not working as intended.
Dustreaper 15 Aug @ 8:35am 
So uhh i need to understand something. I have started playing on civilian should probably do ensign for no bonus. Then 20 years in set it to grand admiral i cannot survive early game.. But now i set it to that and still see difficulty modifiers on resource/stability etc. Which should be from civilian right? Stability bonus is 18.6
Gratak  [author] 8 Aug @ 9:15pm 
You are right. Thanks a lot for the careful testing of this.

It seems some patch inverted the order in which static modifiers are overwritten and thus the game was now overwriting my empty vanilla difficulty rather than the intended other way round.

Just uploaded a new mod version that now doubly overwrites from my side in both direction so it should work with any Stellaris version.
Brickster22 8 Aug @ 1:56pm 
When I use observe to view the AI it shows that on the tooltip, and the job numbers correspond with 200% job efficiency, so it's not just visual. I'm on the 4.22 beta fyi
Gratak  [author] 8 Aug @ 3:57am 
Why do you thing they still have the vanilla +100%. That should be overwritten by the mod.
Brickster22 8 Aug @ 12:23am 
AI seem to get double the job efficiency bonus they should? Like on GA they will have the normal +100% job efficiency bonus, and then the mod's +64% +32% +4% adding to an additional 100%
Gratak  [author] 1 Jul @ 9:03am 
1 is the highest increase (1 every year). As this is already four times the highest possible vanilla scaling, I decided that should be enough (especially considering that you'll very likely already start with a higher base difficulty).
holden 1 Jul @ 9:00am 
Ok I am so confused because the modifiers that increase are worded so weirdly, would setting it to 1 be the highest increase or would setting it higher make it scale more every single year.
Gratak  [author] 25 Jun @ 3:08am 
Thanks
Aphyxia 25 Jun @ 2:23am 
Very cool, thanks. I'll keep my eyes open for anyone too weak.
Gratak  [author] 25 Jun @ 1:01am 
Both issues should now be fixed.

The reduced difficulty modifier affects grave_guardian, formless_event_aberrant_country, gate_builders. If any was incorrectly reduced, please tell me as I do have not played the game beyond testing for years and will not notice!

The difficulty event window is now split into two parts and should fit the screen (at least until they add even more modifiers).
Gratak  [author] 24 Jun @ 12:45pm 
Thanks. Very weird that they have this factor 10 in their files... Uninstalling without removing the mod would just disable all modifiers, both from mod and from vanilla. But if they stayed like this when you disabled the mod then for some reason that factor is not applied in vanilla... Will see how I can fix this. I read this by script and I wonder now if there are others where that number is simply wrong in the game files...
Aphyxia 24 Jun @ 11:39am 
I didn't have a save but I replicated the situation. There were 10 ships, about 49k each. Then I tried "uninstalling" the difficulty mod via options and sure enough, they dropped to 4,9k each. 10 times less. That is about the fleet power I'd expect them to be. Same thing happened when I removed the mod.
Gratak  [author] 24 Jun @ 10:28am 
They are defined as "scaled_difficulty_bonuses = 10.0 # scales to setting" in vanilla. I just take that number for my mod as well. I do not think it would be different without my mod. Except of course that "Grand admiral+scaling" in my mod means a higher difficulty than possible in the game. But that should be only slightly higher than vanilla strength. Can you test loading that save without my mod and checking how strong they are then?

I am aware of the issues with event size since the last update where they added quite a few modifiers. Still trying to figure out how to fix this in a good way. I wish they added an optional scrollbar in the events....