Stellaris

Stellaris

AI Game Performance Optimisation 4.1
961 Comments
Pinenuts 6 Oct @ 7:11am 
AI keeps building habitats but they do not colonize over the limit that is 3 (I guess). So the mod optimization kinda works but is it normal?
WAFFEL E100 6 Oct @ 7:07am 
fair enough. thanks for the information.
RegiZero  [author] 6 Oct @ 6:52am 
@WAFFEL E100 There are a couple factors why you may be experiencing this; one is you have to wait till year end, and the second is tech, where it needs to have either frigate, destroyer, cruiser, and/or battleship tech. If you want more info and whatnot it's probably better if you hop on the discord server cause it's getting a bit lengthy in here haha
WAFFEL E100 6 Oct @ 6:30am 
delay as in the AI just keeps building excessive ammounts of corvettes untill it researches battleships? if so then i guess it does technially work, just not as expected.
RegiZero  [author] 6 Oct @ 6:02am 
@WAFFEL E100 Which means it is working, there is just a delay that makes it seem that way ;)
WAFFEL E100 6 Oct @ 5:36am 
got the mod to work again

the restricting AI from making too many small ships isnt working. i set it to the smallest possible ship ammount and the AI keeps building thsoe 215 corvette fleets. they do build more battleships now, so at least theres that.
Dobrynja 6 Oct @ 4:56am 
@RegiZero thank you for taking a look. The overall game lag isn't too bad on my current save so I'll just go without and try again on a new save when I restart. Just wanted to report what might be a more serious bug in case it was worse than I could tell from the surface.
RegiZero  [author] 6 Oct @ 3:44am 
@Dobrynja Well, most of the optimisations refresh every year and the "Restrict AI Corvettes/Frigates" is probably the heaviest one. If your AIs are going crazy on one specific ship class when this would take a bit of time to fix at year end, hence your lag. Although, I would only see this happen if you turned this mod on for the first time cause subsequent years should be lighter. Saves also take a bit of time but since you said it solves the issue then not sure. When I tested it, this was not the case at all even at end game. Overall, it might still be worth it if it's doing that much and there is that many ships but yeah, I personally did not experience this. In my current game save in mid-late game, I get a 3 second freeze including save so I'm not sure what's going on with your one unfortunately. I'll try to get another game going to test this on a different one and see.
RegiZero  [author] 6 Oct @ 3:08am 
@WAFFEL E100 Hmm, that is odd. I don't see why it would do that from too many mods haha. I don't play with that many mods so I suppose it just didn't happen to me, so I'm not really sure what to do about this haha
Dobrynja 5 Oct @ 5:18pm 
Turning on the fleet options (Corvette limit/Fleet limit) seems to cause a short freeze each year when my game autosaves on 01.01.2XXX. The freeze gets longer with each year and eventually gets to the point where the whole game goes unresponsive for almost 30 seconds. Turning off all optimizations solves the problem, but fleet reduction was what I was using the mod for since the 4.0 pop rework solved most other lag sources for me. Would love if someone with more knowledge than me could take a look under the hood.
WAFFEL E100 5 Oct @ 3:19am 
game crashes a few months in with advanced AI start and it stopped doing that when i disabled it so yeah, this mod does somthing. i just dont know what exactley
RegiZero  [author] 5 Oct @ 3:17am 
@WAFFEL E100 I am not aware of this and so, probably not, but then again, are you sure haha
WAFFEL E100 5 Oct @ 2:53am 
why does it crash the game with big modlists (last tested yesterday, so mabye it could have been fixed?)
Ahmet 4 Oct @ 7:15pm 
you are a hero
cubbigummi1 4 Oct @ 5:49pm 
Thanks for the good work
RegiZero  [author] 4 Oct @ 3:23pm 
@everyone The mod has just been updated to 4.1 with some changes and additions:
- The optimisation "Improve AI unemployment" is no longer included in "Enable some AI opt on players".
- The optimisation "Restrict AI Habitats" now excludes the void born/forged origin.
- The interface was updated so I have more space for new optimisations and therefore, it's a bit... rearranged.
- Speaking of new, the optimisation "Improve AI fleet count" has been added! It stops the AI from having multiple partly filled fleets and merges them when possible while not at war.
- General bug fixes.

If you find any bugs or something is not right, let me know!
RegiZero  [author] 4 Oct @ 3:15pm 
@SEZER Not sure what you mean with the small fleets, I'm actually going to update in a bit with a optimisation for that but there was nothing for this beforehand; only fleet composition. As for the Hyper Relays, you must have this mod under Gigastructures as that part conflicts with it.
SEZER 4 Oct @ 5:47am 
idk if this truly works:

ai still build Hyper Relays and has multiple small fleets instead of one, not sure if the other things wrks but those two i can see when in observer mode
RegiZero  [author] 1 Oct @ 5:33am 
Thank you for the donation Tor, much appreciated!
RegiZero  [author] 1 Oct @ 2:05am 
@Spoopy (she/they) Didn't get the chance to properly test it yet but it should work fine, yeah.
Spoopy (she/they) 30 Sep @ 4:30pm 
Heya, just checking in to see if this works with 4.1/the DLC. Sorry for the basic question!! I love this mod, really helps with laggy mods like Gigas, to make endgame at least playable.
RegiZero  [author] 27 Sep @ 7:30am 
@Chukhan Yeah, thanks; I know how the mod works haha. Anyway, I have just tested it and it works perfectly fine at 10 planets and the default 60. The only two possibilities that I see here (maybe) is that your subject somehow got excluded from it and defaults to 0 (very unlikely). Going into the menu through the edict and exiting should fix that (as it re-configures everything). The other scenario is that it had planets above your set cap in your current year but it does not now (cause of war or something), and the limitation did not refresh yet. Note that most restrictions refresh every year to save on performance. As for the 10 planet limitation not applying to any empires, well, I just tested it and it does work fine so not sure what's going on with your game unfortunately haha
Chukhan 27 Sep @ 4:39am 
Oh and What i recognized, Ais arent blocked at all when setting planet limits to 10. So The problem: My Subjects get blocked to colonize any planets after their initial planet. and Limitation to 10 for AI Empire does not apply to any Empire.
Chukhan 27 Sep @ 4:35am 
@RegiZero It definitely is. Uninstalling the Mod made them colonize other planets in the same Save. Reinstalling it blocked colonization again. (Playing my Subject via Console commands showed that Colony Ship prizes rised to +1000000%. That's how the Mod stop the Ai from building Colony Ships.
RegiZero  [author] 26 Sep @ 6:25am 
@Chukhan The default setting is to block it after 60 planets, and if it only applies to your subject then it's most likely not this mod causing it.
Chukhan 26 Sep @ 5:35am 
Edit: It only blocks my Subject to build more planets. Not all AI
Chukhan 26 Sep @ 5:33am 
Block the Ai from colonizing Planets even tho they only have 1 colonized. Am i the only one with this bug?
RegiZero  [author] 26 Sep @ 1:32am 
@Red Skull Should be fine, yeah.
Red Skull 25 Sep @ 1:31pm 
safe to use your mods post 4.1?
SteelBlood 24 Sep @ 7:51am 
Thank you as well, great mod!
RegiZero  [author] 24 Sep @ 7:20am 
@SteelBlood There is already an exception for some but maybe not that one. I'll add that as well, thanks!
SteelBlood 23 Sep @ 10:27pm 
Can there be an exception on the restricted habitat rule for factions with the void born/forged origin?
RegiZero  [author] 23 Sep @ 6:05am 
@oldtanta Yeap, should be fine.
oldtanta 23 Sep @ 3:35am 
can i use this with kasako better performance?
RegiZero  [author] 23 Sep @ 1:59am 
@xXUnsanctionedXx I didn't get the chance to test it yet, but it looks to me like it should be fine. This was mainly just a content update.
xXUnsanctionedXx 22 Sep @ 7:37pm 
Does this still work?
RegiZero  [author] 14 Sep @ 3:48am 
@Breggotheeggo Hmm, alright. I'll see to fixing that as soon as I can, thanks!
Breggotheeggo 13 Sep @ 11:46am 
If you turn off the unemployment option at game start, it doesn't turn off properly (still remains grey, and you can't turn it back on either) and causes a crash at day 5
RegiZero  [author] 3 Sep @ 2:54am 
@Figaround Hey! Simply put, the default (greyed out) is that all optimisations are active (ON) apart from "Enable some opt on players"; and red means not active (OFF).
Figaround 2 Sep @ 1:26pm 
Sorry, stupid question, but as much as I played with this mod (last time over a year ago and forgot a lot), I didn't know how to enable restrictions for AI, what color or what state means that the restriction option is working, please clarify.
RegiZero  [author] 2 Sep @ 3:30am 
@Gohanz If you disable "Enable some AI opt on players" then "Restrict AI Eternal Vigilance" will only apply to the AI.
Gohanz 1 Sep @ 8:26am 
It would seem if you disable Eternal Vigilance auto-build for AI it also becomes unavailable to players.
Is there a way to avoid that I'm not seeing or is it a bug?
RegiZero  [author] 24 Aug @ 5:04am 
@Dr.Vaфе!ь Not sure but probably not much if I was to guess, I didn't really test that. The "modifier updating optimisation" should also affect traits that add modifiers, yes.
Dr.Vaфе!ь 24 Aug @ 1:45am 
Hey. Am curious: can automodding trait affect performance and does "modifier updating optimisation" affects auto modding.
RegiZero  [author] 22 Aug @ 10:21am 
@Aparajita Sorry for the delay. I did a have a look and it seems like it does work as intended even with mods that add ship classes. Not sure what is wrong on your one :/
RegiZero  [author] 22 Aug @ 9:56am 
Thanks again for the donation Some!
Aparajita 14 Aug @ 12:48pm 
I use mods like ACOT, which does change ship classes, but it doesn't modify base ships afaik. Not quite sure. I can PM you a list if you'd like (I'm aware that its, obviously, not your job to fix mod conflicts or whatnot), only that you seem interested in finding out what might cause it.
RegiZero  [author] 14 Aug @ 7:33am 
@Aparajita Hmm, this optimisation would not conflict with any mod unless does something really significant to ship classes. I will double check that it does work correctly but I'm not sure what it could be if it does.
Aparajita 12 Aug @ 1:03pm 
Hello. I am watching my neighbor, he is far over the Corvette cap, he can build other ships, but still spams nothing but corvettes - its likely a mod conflict. Where should your mod go in the mod list?
Thanks!
RegiZero  [author] 12 Aug @ 8:54am 
@FinesseAndStyle You know what, I'll leave it but if anything goes wrong I'll just blame you. Yes, yes...