Stellaris

Stellaris

Research Rubberbanding
28 kommentarer
McAwesome  [ophavsmand] 9. juli 2023 kl. 14:59 
it's likely broken
Maschinenmensch 8. juli 2023 kl. 2:44 
Does this still work?
McAwesome  [ophavsmand] 7. sep. 2021 kl. 15:00 
You could try starnet ai (assuming it works on the latest version)
Dr Jimothy 7. sep. 2021 kl. 7:24 
Nice. Now all I need is something that will get the AI to actually make use of all the resource bonuses I give it and actually build some fleets for me to crush >:)
Bluetail 4. aug. 2021 kl. 13:58 
Meh won't hurt to try.
McAwesome  [ophavsmand] 4. aug. 2021 kl. 13:05 
I mean you can always try it, I just can't guarantee it'll work as intended
Bluetail 4. aug. 2021 kl. 10:22 
Darn, cause I notice some AI shouldnt really be falling behind in some overhaul mods.
McAwesome  [ophavsmand] 4. aug. 2021 kl. 9:14 
doubt it
Bluetail 3. aug. 2021 kl. 11:31 
Think this would work for total conversion mods or would that be problem? Say Fallen Republic for examble.
Fallsondoor 27. jan. 2021 kl. 2:48 
Currently the mod cancels out all pop resource production modifiers.
McAwesome  [ophavsmand] 14. jan. 2021 kl. 12:42 
The event should be triggered on yearly pulse. I feel like there might be missing countries or something else going on.
danielthelaw 11. jan. 2021 kl. 7:47 
So it should assign some modifiers like "Not ahead of time", "Ahead of time" etc?

And I believe it indeed does assign these modifiers for every empire in my game, it just cannot calculate the correct modifier?

Is there any way to check this calculation in console or whatever? Like, trigger event from console maybe?
McAwesome  [ophavsmand] 10. jan. 2021 kl. 13:47 
hmm
I don't see any reason why it wouldn't work
danielthelaw 10. jan. 2021 kl. 9:51 
McAwesome  [ophavsmand] 10. jan. 2021 kl. 8:52 
could you please provide your error log?
McAwesome  [ophavsmand] 10. jan. 2021 kl. 8:04 
what mods are you using
danielthelaw 10. jan. 2021 kl. 4:09 
Hey, so I am using your Research Rubberbanding mod and it doesn't look like it's working.

On my empire which is one of the top in science there is still "Not ahead of time" modifier.
I switched to an AI empire that is Pathetic compared to me but there is the very same modifier

Am I missing something here?

https://imgur.com/a/e6e9FHu

here is that Pathetic AI.
McAwesome  [ophavsmand] 30. aug. 2020 kl. 7:38 
i'm not sure how this mod interacts with technology mods, but it does not modify any vanilla components, except economic categories. i don't know how exactly overwriting that works, but if another mod happens to overwrite the changes from this one, it might cause problems.
however i think that would require a file with the same name.

if there's a mod which directly modifies research production of jobs or adds other research producing jobs, that might also cause some problems as this mod only affects vanilla jobs and does so by modifying their output by a flat value and not a percent.
McAwesome  [ophavsmand] 30. aug. 2020 kl. 7:23 
highest penalty is -100% (0x) at +100% and highest bonus is +900% (10x) at -100%

I believe the formula for penalties is [((x * 100) * ((x * 100) + 1)) / 10000] and [((x^2 * 100) * ((x^2 * 100) + 1)) / 10000 * 9] for bonuses, where x is how many % ahead or behind the country is compared to the galaxy average. 15% ahead => x = 0.15.

also, this is not based on tech score.
assuming the trigger works based on amount of techs, the comparison is based on t2 and there's 50 t2 techs, if the galaxy average is 30 techs, and you have 40 techs, that counts as 20% ahead. if it's 75 techs and you have 70 techs, that counts as 10% behind. [galaxy average / t2 techs - your techs / t2 techs]

i would make it so the 30 and 40 techs example is 25% ahead, etc, but that comes with the issue where you'd get a huge bonus at the start of the game for being 3 techs ahead, and the opposite problem late game
Diablo1099 19. aug. 2020 kl. 15:17 
How does this mod interact with technology mods like Cache of Technologies?
BlackLaser 18. aug. 2020 kl. 21:34 
how big is the highes penalty and how big is the biggest bonus? and if there is no limit could you give the equation on how you calculated the penalties and boons?
McAwesome  [ophavsmand] 22. juli 2020 kl. 10:02 
in vanilla, these are 'default' and 'prikki'
if you can pick it in the multiplayer empire select, it's playable
McAwesome  [ophavsmand] 22. juli 2020 kl. 4:41 
empires that are of a type which has 'playable = yes' in their definition
megabot 21. juli 2020 kl. 8:01 
i have a question: what do you mean with playable empires? no fallen empires or no empires that aren't used by a player?
Mthis 27. juni 2020 kl. 0:18 
Im using other mods, but i activate yours last. I have tested it down to yours for some reason (I do not know why or how) causes the issue. I think it could have somthing to do with the Economy Categories or somthing else.

All i know is it seems to break any modifier to Specialist Jobs too, like Artisans and Foundry Workers, for some weird, reason.
McAwesome  [ophavsmand] 26. juni 2020 kl. 16:14 
1. Are you using just this mod?
2. Need more info
Mthis 26. juni 2020 kl. 8:44 
I am not sure how. But this mod seems to break other things related to the economy in the game, mostly the Economic Policies and the like, as well as traits that should provide bonuses to tech based stuff.