Stellaris

Stellaris

AI Game Performance Optimisation 4.1
1.004 opmerkingen
RegiZero  [auteur] 11 nov om 3:59 
@NocturnalCB Kind of yes, but some optimisations work best from game start. Either way, you shouldn't have any problems, and you can access the menu though the edit.
RegiZero  [auteur] 11 nov om 3:56 
@monke Yes it does.
NocturnalCB 10 nov om 15:31 
Is this save game compatible?
monke 10 nov om 14:57 
does this turn off achievements
Plauge_Dragon 3 nov om 13:43 
It's working now! Thanks!
RegiZero  [auteur] 3 nov om 4:29 
@Plauge_Dragon Hmm, maybe the order of doing things is important here as well. I would suggest unsubscribing, going into the workshop folder and deleting the numbered folder for this mod (if still there). Then, going into documents and deleting the file ugc_2184737698.mod in the mod folder (again, if still there); and finally subscribing again. If it works, great. If not, then the only other option I see here is me giving you the mod files (you can msg me on the discord server in description).
Plauge_Dragon 2 nov om 16:40 
@dustreaper very bottom, yes.
Dustreaper 2 nov om 16:30 
Is it at the bottom of the mod list?
Plauge_Dragon 2 nov om 16:28 
Okay, so unsub resub and deleting files didn't work. Any idea what I should do now?
RegiZero  [auteur] 2 nov om 14:19 
@Wairui I have populated all of the change notes now so everything is in there.
RegiZero  [auteur] 2 nov om 13:34 
@Wairui I do every time, it is always in the comments section, but I guess you mean that changes note section which I always forget about haha
Wairui 2 nov om 13:20 
RegiZero: Instead of a mysterious blank update note, please provide information on what the update is about so players can decide to update this mod in an ongoing game. Even basic stuff helps like what new features added, what bugs are fixed, or is it a simple version stamp update... etc.
RegiZero  [auteur] 2 nov om 3:30 
@Plauge_Dragon It should pop up at game start or you can go into in at anytime during the game using the edict. If you don't have those then the mod must not be installing for some reason. I suggest resubscribing or going into the mod files and deleting the numbered folder entirely (2184737698).
Plauge_Dragon 1 nov om 13:24 
Is there an Event ID to make the config menu pop up?
Plauge_Dragon 1 nov om 13:07 
Where on the modlist should this mod go? Also, how do I open the screen shown in the screenshot? I have the mod but it's not showing up.
RegiZero  [auteur] 29 okt om 9:07 
@Dustreaper If the AI was at war recently and got reduced to 5 planets in your case, then this should go back to normal at end of year. If not, there is something wrong haha
Dustreaper 29 okt om 8:03 
Hmm i am doing a observe run to check stability with my mods. I notice ai not colonizing anymore and a ai with 5 planets get's a 2M cost to colony ships.. While it's set to 60 and that should be per ai.. Is that correct maybe i need to put it lower in my mod list?
NekoNeko 23 okt om 5:55 
Has anyone try this mod with nsc3 yet? If so, was there any problem?
Crytek 21 okt om 11:12 
@RegiZero That sounds awesome! Funny that you got such an exact number out of your tests. 88% is pretty much enough, thanks ;)
Shin 21 okt om 10:24 
Okay, did not realize it worked after unpausing for multiple days.
RegiZero  [auteur] 21 okt om 10:01 
@ShinUon I tested it and if the game is paused, no ascension perk unlock with this mod until you un-pause. Not sure why but that's the only difference between with and without mod; not sure why this is an issue for you though.
Shin 21 okt om 7:37 
@HUTIN PUILO I tested on a new game without any other mod. There isn't a cleaner way to confirm it...

My test process:
1) New game with UN on default small map.
2) On game start, I use console "unity 999999" to max out unity
3) In Traditions menu, I select Expansion category and unlock all the traditions within it.
4) On doing so, no Ascension Perks unlock.

Once I remove this mod, step 4 works correctly.
HUTIN PUILO 21 okt om 4:07 
@ShinUon,
This is not AI Game Performance Optimisation mod problem.
I'm playing with UI Overhaul Dynamic + UI Overhaul Dynamic - Ascension Slots and all slots unlock perfectly.
Shin 20 okt om 18:10 
P.S. This issue didn't occur the last time I played with this mod, which was back on v3.12.
Shin 20 okt om 16:37 
Something in this mod is preventing Ascension Perk slots from unlocking.

I'm testing with a new game and traced it to this mod. Even tested with only this mod enabled to be sure.
RegiZero  [auteur] 20 okt om 15:39 
@Crytek @ellenweorc @Verryn I just updated with a correction that took a while, but according to my tests, you'll be happy to know that the lag you were experiencing per year has now been reduced by 88% :D
RegiZero  [auteur] 20 okt om 2:13 
@Crytek @ellenweorc @Verryn I think I know what it is so I'll update today and we'll see if that fixes it.
Crytek 19 okt om 15:16 
Yep hope Regi can find a solution :) I have every performance otion enabled in my games
Verryn 18 okt om 16:00 
Noticing longer and longer auto save time when this mod is enabled.
ellenweorc 18 okt om 9:08 
The autosave lag started in 2285 in my game and crashed it in 2350 otherwise this is a good mod
ellenweorc 17 okt om 7:30 
Thank you.
RegiZero  [auteur] 17 okt om 4:03 
@ellenweorc I tried to make this mod as compatible with everything as possible and this is no exception, so it should be fine.
ellenweorc 16 okt om 20:27 
Will the AI ship behavior conflict with compact armadas?
RegiZero  [auteur] 16 okt om 5:32 
@[IGA] Crytek Alright, I got a similar report from one other person so I'll try replicate this and resolve it in the next update, thanks!
Crytek 16 okt om 3:34 
I do like the mod, year 2402 in 800 galaxie and it still goes fairly well. One issue that started to trickle in at around year 2300 however is the year save at 01.01 taking longer and longer. What started at one second is now around 10 and it keeps increasing. In 2500 I imagine it may take half a minute if not more.

Those seconds might not seem bad but during the time the game isnt responding and I start to fear it crashing eventually.
RegiZero  [auteur] 16 okt om 2:13 
@danielreddick68 Should not matter, unless I messed up haha
danielreddick68 15 okt om 19:24 
Should this be placed before or after Ultimate Automation?
NickSheperd 15 okt om 19:15 
Understood Regi, appreciate the response. I went ahead and tried it on a game in progress and there was a significant performance increase. I suspect it would be even better in a fresh game but I was trying not to lose hours of progress. Appreciate your hard work with this mod, it's much appreciated.
RegiZero  [auteur] 15 okt om 14:29 
@NickSheperd That's quite a broad question but generally speaking, some optimisations will work and some will not.
NickSheperd 15 okt om 11:42 
Does this work with total conversion mods?
Pinenuts 15 okt om 9:16 
Ohh okay thx, I might need to double check
RegiZero  [auteur] 15 okt om 2:50 
@Pinenuts Oops, missed your question haha. No, they should stop building them but there are a couple of considerations to be made like them taking some over through war. I try to double check if it still works when I get the chance, and update if it's indeed not working as expected.
Crytek 15 okt om 0:25 
@WAFFEL E100 For further performance improvements check out this mod: https://steamproxy.net/sharedfiles/filedetails/?id=3576670054

it makes fleet more compacter/smaller while still retaining their usual fleet power.
Pinenuts 6 okt om 7:11 
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 okt om 7:07 
fair enough. thanks for the information.
RegiZero  [auteur] 6 okt om 6:52 
@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 okt om 6:30 
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  [auteur] 6 okt om 6:02 
@WAFFEL E100 Which means it is working, there is just a delay that makes it seem that way ;)
WAFFEL E100 6 okt om 5:36 
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 okt om 4:56 
@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.