Stellaris

Stellaris

More AI Personalities
1,294 Comments
OddTomato 20 hours ago 
Even after all this time I am surprised at how strange this game is.
cybrxkhan  [author] 21 hours ago 
@OddTomato As I said, my code can't tell most of those personalities to act genocidal. The one "knob" I can tweak to "allow" them to purge is disabled for almost all personalities I add. Thus, there's literally nothing I can do to directly modify this behavior one way or another. Anything else is likely independent of these personalities and based on other vanilla or mod systems. Other mods do go in depth to tweak how the AI actually works, my stuff is just mostly superficial flavoring.

My personalities are randomized just like vanilla's, and have certain requirements based on ethos, civics, traits, etc. For instance, Plunderers of Knowledge requires Militaristic, Splendid Isolationists requires Xenophobic, etc. They also have various weights based on ethos, civics, traits, etc just like vanilla's personalities. If you see random personalities that makes no sense, like Splendid Isolationists who're Xenophile, that may be a mod conflict or corrupted installation.
OddTomato 23 hours ago 
(Read top down, the second comment is the first part because I went over the character limit.)
OddTomato 23 hours ago 
@cybrxkhan So, I forgot to send my reply yesterday. But that's fine.

AI personalities like: Haughty Supremacists, Proud Nationalists, Plunderers of Knowledge - Have by default set any other species as undesirable. Even if the empire is neither xenophobic nor authoritarian.

AI personaliteis do affect the preferred settings an empire uses, and the settings they start with. (This includes the player.)
OddTomato 23 hours ago 
You could possibly resolve this is to make Xenophobia a requirement in order to obtain these personalities, similar to how Metalheads and Fanatic Purifiers(Without Utopia) in vanilla require xenophobia. Or you could tweak them to not be genocidal. On your 'intended behaviour' list for example you stated that the Proud Nationalists are inspired by the Nords, but the Nords did not seem to purge all other races in ES5 Skyrim, they just essentially give them Residence.

Lastly, I'm a bit confused on why many AIs are randomized, instead of being linked to specific factors like civics and traits. Every time start a new galaxy with the same empire for testing over I get a different AI despite having nothing change about its core properties. If requirements aren't met shouldn't pick a vanilla one? I haven't noticed a single Hegenomic Imperialist during my testing.
cybrxkhan  [author] 9 Oct @ 8:10pm 
@OddTomato I don't touch how those systems work, I don't think it's possible to change that with the specific kinds of code I add since the code I touch mainly has to do with diplomacy, and even then it isn't really the gameplay AI mods which goes much deeper into those kinds of things.
OddTomato 9 Oct @ 10:36am 
A consistent issue I have with this mod is that AIs keep genociding any subspsecies they start with and end up crippling their economies.
cybrxkhan  [author] 2 Oct @ 10:32pm 
@A-Sartek Appreciate the heads up, thank you! Will make a note to look into that when I do the next update.
ckinderknecht11 2 Oct @ 5:26pm 
Not bad, kid.
A-Sartek 2 Oct @ 5:20pm 
Hmm, I got an error.
[trigger_impl.cpp:11705]: has_policy_flag trigger at file: common/opinion_modifiers/01_personality_opinions.txt line: 388 is referencing an inexistent policy flag

This could be fixed by changing line 388:
FROM = { has_policy_flag = interference_full }

--> FROM = { has_policy_flag = interference_aggressive }
Not a big deal but just a heads up :crashthumbsup:
cybrxkhan  [author] 23 Sep @ 5:56pm 
Thankfully in the case of MAP I didn't have to do much for updating this time around (hopefully I didn't miss anything), had to spend a bit more time on updating my other mods this round.
Ghost Fox (ΘΔ) 23 Sep @ 1:25am 
Within the first 24 hours still counts.
daeda 23 Sep @ 12:53am 
wait its not the same day but stilll
daeda 23 Sep @ 12:53am 
updating the same day is crazy ur goated
cybrxkhan  [author] 23 Sep @ 12:05am 
Mod has been updated to the newest patch 4.1. Thanks all for your patience!
Ghost Fox (ΘΔ) 22 Sep @ 11:02pm 
Once again time to update room_textures.
cybrxkhan  [author] 16 Sep @ 6:26pm 
@doubleagentaron Every now and then other modders make compatches, however I don't keep up with them so I don't know if they're up to date or not. Anyone's free to make compatches if they like, of course, I don't mind.
doubleagentaron 16 Sep @ 8:46am 
has there been any attempt to make this compatible with the ethics and civics expansion?
cybrxkhan  [author] 31 Aug @ 9:40pm 
@Tastic I'm sure someone has tried something like that at some point but none that I'm aware of at th emoment.
Tastic 31 Aug @ 6:53am 
is there any mod that disable Vanilla Personality? that would work flawlessly with this mod, I think.
cybrxkhan  [author] 16 Aug @ 12:12pm 
@Martok No idea, but I'll doubt it though given 4.0 was a really big change.
Martok 16 Aug @ 11:37am 
Hey, @cybrxkhan! My apologies, as you've probably been asked this before, but do you have any idea whether this mod will still work with 3.14?
Enemy Post 1 Aug @ 9:33pm 
Actually, don't know what happened, but suddenly they're speaking properly again.
Enemy Post 1 Aug @ 9:24pm 
Really enjoying this mod! Had two things about the Total Nutcases. First, are they predisposed to have the Grey portrait? Because that's pretty funny. Second, I've encountered a minor issue with them. I vassalized the Total Nutcases, and they don't seem to have any dialogue for the situation.
PeachPatrol 24 Jul @ 3:36pm 
Tried it again today with a fresh copy of the mod and got it to work. I didn't realize that AI personality types were nondeterministic, so I was just getting really unlucky the first time with them rolling Peaceful Traders. Later, somehow a change I made somewhere else inside MAP_personalities.txt made it impossible for them to appear even with 10000 weight. Maybe I made a syntax error somewhere? I wouldn't know how to check.
cybrxkhan  [author] 23 Jul @ 11:45pm 
@PeachPatrol Did you also remove all weight modifiers too? Also, try testing without running any other mods besides MAP (not even "cosmetic" minor mods), just to make sure. Otherwise, I can only control the chances of certain personalities appearing so much and the chances can also vary depending on what DLCs or mods you have too.
PeachPatrol 23 Jul @ 7:57pm 
I'm having trouble getting some of the personalities to appear. I tried spawning "Lazy Managers" using custom empires., but while Patronizing Colonizers were successfully generated, my custom Lazy Managers empire did not have the Lazy Managers personality. I removed all requirements in the .txt and increased weight to 1000, but no empire will ever have the Lazy Managers personality.
cybrxkhan  [author] 15 Jul @ 6:16pm 
@Deep♂Dark Yes, please feel free
Deep♂Dark 14 Jul @ 11:39am 
hihi! I love this immersive mod ,would you mind if I made a Chinese translation ?
cybrxkhan  [author] 15 Jun @ 9:05pm 
@alankraskow Thanks! Thankfully when I first made the mod, I designed it purposefully to not touch a lot of vanilla code so that maintaining it would be a lot easier if I ever didn't want to mod Stellaris much anymore
alankraskow 15 Jun @ 7:35pm 
@cybrxkhan thank you for maintaining this mod, especially that as you mentioned you don't have much interest in modding Stellaris. I appreciate this one even more now!
cybrxkhan  [author] 13 Jun @ 7:50pm 
@The Hat: Yeah it's been a while since this mod was first created.... Unfortunately these days i don't have much interest in modding Stellaris, so I just maintain/update it to new patches but haven't really added any new personalities in many years.
The Hat 13 Jun @ 7:46am 
Do you ever have any inspiration for adding new personalities?

I only ask because i've probably used this mod for almost a decade too heh :D. So thank you for keeping it updated, its very much appreciated, all the best.
cybrxkhan  [author] 14 May @ 8:14pm 
@倾海长城 If anyone wants to make a Chinese translation of my mod, they are more than free to :)
倾海长城 14 May @ 5:00am 
Has the author considered speaking this module in Chinese? I really want to give it a try.
cybrxkhan  [author] 13 May @ 8:40pm 
@Pyotr Yeah it's surreal it's been almost a decade, I think this is technically the game I've modded the longest in my life 👴
I haven't done much Stellaris modding in the past few years, but thankfully since this mod doesn't touch vanilla and is relatively light weight, it isn't as much a hassle to update :)
Pyotr 13 May @ 7:20pm 
I just installed Stellaris for the first time since 2017 and saw this mod automatically downloaded and was still being kept up to date. Just wanted to give props, it's incredible that you've kept it up all this time
cybrxkhan  [author] 7 May @ 2:22pm 
@Master Necro: Thanks!
Master Necro 7 May @ 12:48am 
GoaTed mod
cybrxkhan  [author] 6 May @ 9:20pm 
Mod has been updated to 4.0. Thanks all for your patience!
cybrxkhan  [author] 6 May @ 6:13pm 
@syraphim777 There's been some changes to the room textures. I'm checking later tonight if there are any other changes I need to adapt to
syraphim777 6 May @ 4:38am 
Simply number of version change. For launcher, and blondes like me - i must to know what is updated and be working and what is not.
cybrxkhan  [author] 5 May @ 10:12pm 
Just an update to everyone - quickly checked the files and doesn't look like I'll need to do much to update. Hopefully I can put out an update in a day or two. Thanks for your patience!
cybrxkhan  [author] 5 May @ 6:28pm 
This mod has not been updated to the newest patch yet. I'll check to see what changes I may need to do

@Ghost Fox: Thanks for the heads up about the room_textures file
Ghost Fox (ΘΔ) 5 May @ 3:29pm 
If nothing else, it needs an update to the room_textures file.
is this still compatible with all the new stuff?
cybrxkhan  [author] 18 Apr @ 10:22am 
@Teo,Skrn Thanks!
Teo,Skrn 17 Apr @ 3:06pm 
Awesome! Then I think this is 100% THE stellaris mod that I'll never not play with! And the one I'll always wonder why it's not base game. Keep up the great work! :smilechillet:
cybrxkhan  [author] 16 Apr @ 10:00pm 
@Teo,Skrn No, this mod doesn't have any impact on that. I don't make any changes to civics/origins or any events, etc. associated with them.