Stellaris

Stellaris

Dynamic Difficulty - Ultimate Customization
903 kommentarer
Gratak  [ophavsmand] For 8 timer siden 
I'm not seeing any issues. As always, please report anything you find.
G-Lew For 18 timer siden 
Is this still compatible with 4.1?
Ramos.C 22. sep. kl. 23:46 
alright thank you
Gratak  [ophavsmand] 22. sep. kl. 22:24 
No. Unfortunately not. You'd need to edit a save game to do that.
Ramos.C 22. sep. kl. 9:08 
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  [ophavsmand] 14. sep. kl. 12:10 
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. kl. 4:50 
If the changes need time to happen, are they being given that time?
Gratak  [ophavsmand] 14. sep. kl. 1:20 
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. kl. 1:02 
it happens on both, yeah
Gratak  [ophavsmand] 13. sep. kl. 22:56 
Does this happen in a specific save game or also if you start a new game?
somedddff 13. sep. kl. 22:06 
the bonuses wont apply. anytime i press the "increase bonus by __ steps" nothing happens
Gratak  [ophavsmand] 11. sep. kl. 23:58 
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. kl. 10:08 
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  [ophavsmand] 2. sep. kl. 3:14 
Thanks. These modifiers should all be in the extension mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1613880809
Duchess UwU 2. sep. kl. 0:55 
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  [ophavsmand] 23. aug. kl. 21:44 
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. kl. 10:47 
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  [ophavsmand] 16. aug. kl. 10:52 
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. kl. 6:12 
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  [ophavsmand] 15. aug. kl. 22:38 
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. kl. 8:35 
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  [ophavsmand] 8. aug. kl. 21:15 
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. kl. 13:56 
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  [ophavsmand] 8. aug. kl. 3:57 
Why do you thing they still have the vanilla +100%. That should be overwritten by the mod.
Brickster22 8. aug. kl. 0:23 
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  [ophavsmand] 1. juli kl. 9:03 
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. juli kl. 9:00 
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  [ophavsmand] 25. juni kl. 3:08 
Thanks
Aphyxia 25. juni kl. 2:23 
Very cool, thanks. I'll keep my eyes open for anyone too weak.
Gratak  [ophavsmand] 25. juni kl. 1:01 
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  [ophavsmand] 24. juni kl. 12:45 
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. juni kl. 11:39 
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  [ophavsmand] 24. juni kl. 10:28 
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....
Aphyxia 24. juni kl. 10:18 
I opened the Lone Object astral rift in 2260 and failed. As a result I got about 400k fleet power worth of rocks devastating my empire. This is with the default Grand Admiral difficulty + scaling. Looking at Stellaris code the rocks are defined as a grave_guardian country which, looking at the code of Dynamic Difficulty, seem to receive a 10 times scaling modifier. Can this be the cause and is there a reason for it being that high?

Also, the AI Bonuses window is too tall to fit inside my 1440p monitor screen with 1.0x UI scaling.
Gratak  [ophavsmand] 24. juni kl. 7:00 
Hmm. I cannot reproduce any empire wide negative modifier. I can reproduce that if you reduce "all" in the player category I get a warning that those resources overflow since the storage capacity is exceeding.

If that is what you were doing, I strongly recommend not to do that. By now there are so many modifiers in the vanilla difficulty that the "change all" has a bit lost its purpose and I might remove it in the future. And you should certainly not reduce all on the player as that will give you quite a few nasty things. Either increase the bonuses for AI, reduce category wise or even modifier specific.
Izanami 23. juni kl. 4:12 
Planetary Diversity - Unique Worlds has 3 resources unique to the mod, and to each world type. When I used your mod to adjust bonuses down by -50, it also dropped those 3 resources down by -1k each if I remember correctly. They start of course at 0 each. so by time I equaled out the 200 player bonus to 0, they were at -4k each. And that caused a empire wide negative modifier.
Gratak  [ophavsmand] 22. juni kl. 13:19 
No saving of parameters for future games. I don't think that is possible in-game. You can certainly customize the difficulty to have an in between but that has to be done every game.

Thanks for the info with Planetary Diversity but I need some more info to understand what goes wrong there. Can you go into some more details or ideally give me a screenshot of what is happening (can do this via discord if you want to, see the link to the Stellaris modding den where I am active as Gratak-)
Izanami 22. juni kl. 4:57 
Having a problem with difficulty. If I select Cadet, too easy, Ensign seems to be MUCH harder. Am trying to get something in between for a semi-casual play through. Can this mod set the parameters for each difficulty setting? Also, can it save it, or do I have to fix difficulty settings every time I start a new game?

Also. I had Planetary Diversity - Unique Worlds installed, had to remove it because when using this mod and adjusting ALL settings, it also adjusted the resources from that mod into the negative. Creating in game issues.
Gratak  [ophavsmand] 20. juni kl. 11:11 
Should now work as intended again.

Is save-game compatible. In running games is would change the jobs resources to jobs efficiency for all entries though, despite it still being job resources for the player bonuses. Also the new resource limit increase and automatic unemployed pop movement will not be enabled in existing saves. It will be applied though if you set a predefined difficulty again. Alternatively, you can manually add them.
Gratak  [ophavsmand] 20. juni kl. 10:26 
Thanks. There have indeed been changes to the vanilla difficulty modifiers. I must admit I cannot really follow what exactly you mean with the changes as currently there shouldn't be any job efficiency in my mod.

But I will update the modifiers in my mod to fit with the vanilla ones again.
HowTpoTypo 20. juni kl. 8:55 
it seems like the mod is incorrectly applying/changing a resources to jobs buff instead of a job efficiency buff. changing the difficulty now gives a resources to jobs buff where there wasn't one before and leaves the pop efficiency unchanged.
(testing trying to go from commodore to ensign) ai kept pop efficiency, never had resources to jobs buff to start with, if i go back to commodore they gain a resources to jobs buff in addition to the efficiency.
Dustreaper 14. juni kl. 2:48 
Cool just wanted to know.
Gratak  [ophavsmand] 13. juni kl. 22:22 
Then it will reach the cap. Either from vanilla Stellaris or from how far my modifiers go. Nothing weird should happen.
Dustreaper 13. juni kl. 9:39 
Question what happens if is like fleet cost or up keep to reduce by 1% each year and that goes on for over 100 years?
anti*****111 22. maj kl. 18:54 
thanks. i'm trying to give the AI a bandaid on their fleets
big chungus qi 22. maj kl. 8:30 
Is the speed so fast?!
Gratak  [ophavsmand] 22. maj kl. 4:06 
Added it to MM. Stupid modifier as there are only ones for single ship classes but I should have added all the player can build. Feel free to tell me if I missed any or if there is an issue.

Also removed the trade bonuses, since it seems that these no longer exists. Also updated version number to 4.x
anti*****111 18. maj kl. 16:53 
would it be possible to add ship build speed either in this one or MM
Red Moff 12. maj kl. 9:44 
Thanks Gratak
Gratak  [ophavsmand] 8. maj kl. 11:52 
Considering that a few days passed while I was on vacation and nobody said anything about stuff not working, it is save to assume that the mod does still work.

I also just checked that no modifiers have changed, so there should also be no harder to spot bugs introduced in 4.0.

As such, no update is needed unless you should find a bug. As I have mentioned earlier times, I no longer update version numbers unless Paradox allows * in the version number again since I won't be bothered to do that all the time.