Stellaris

Stellaris

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Aggressive Crisis Engine
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20.020 MB
25 Oct, 2020 @ 7:06pm
12 May @ 4:37am
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Aggressive Crisis Engine

In 1 collection by OldEnt
Workshop: OldEnt's mods for Stellaris
11 items
Description
Aggressive Crisis Engine (ACE, ACEMOD) is a collaborative Stellaris mod with new crisis AI and a great amount of crisis improvements.

a.k.a. crisis is fixed

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Save compatible.

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I am stepping back from modding. If anyone wishes to take it over I highly encourage them to join Stellaris Modding Den[discordapp.com]. Please speak with Rodahtnov#2593.

I expect this mod to function properly without updates for a long while.

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Comparison of Vanilla and ACE AI under the same conditions (2.8.1, x10, Commodore). Video courtesy of General Pol.

Vanilla AI is off for main crises and all fleet movements are mod scripted, this includes military fleets, constructors, army transports, swarm infestors and colossi.

Dimensional Anchors are visible on galactic map.

- Full support for Contingency, Prethoryn Scourge, Unbidden, Aberrant and Vehement. Optional for Gray Tempest, Katzenartig Imperium and other custom crises.
- New custom pathfinding accounting for wormholes and gateways
- Fleets are relentless and always seek targets.
- Defensive fleet recall for Contingency worlds (optional).
- Crisis Manager (optional).
- Galactic empires receive initial massive damage penalty against crisis factions so new technologies need to be obtained in order to mitigate this (optional).
- Crisis colossi (optional).
- Dynamic Mod Menu support with menu access permission management for multiplayer.
- Various fixes related to crises.
List of features is subject to change.

Load order
The mod is load order independent as it uses LIOS/FIOS overwrite methods where needed, but preferably at the bottom. Aggressive Crisis Engine overwrites very little but what is does is crucial for it to work.

Additional mod support
ACEMOD configuration menu opens on game start. In order to access menu after start of the game you can use one or more of the following mods:
- Dynamic Mod Menu (3.0.*) by Erdnuss (SLEX).
- Mod Menu by had.
- Dynamic Mod Menu by mario0244.
- Infinite Stellaris Framework by 小傘INFINI7E.
You can also fire mod menu with an event acemod_menu.1 console command.

Language support
English (native)
Deutsch - German (native)
Polski - Polish (native)
汉语 - Chinese (native - also see Chinese translation project for mods)
Русский - Russian (native)
Español - Spanish (native)
日本語 - Japanese (external mod)
한국어 - Korean (external mod[github.com])

We invite you to contribute translations into your own language on ACE Crowdin translation project[crwd.in]. If your language is not on the list feel free to drop a note and it will be added.

Improvements



ACEMOD is flexible and modular. Users are able to switch individual components on and off on game start.

Modders can use ACEMOD AI for their own custom country_types and exclude individual fleets from ACEMOD AI for their own events. Current list of effects for modders to use is inside acemod_fleet_events.txt. See AI framework documentation (modders) for details.





Compatibility
This mod is highly compatible but requires disabling vanilla crisis AI. For this reason make sure ACEMOD overwrites any mods which change crises (this includes Starnet AI and Glavius AI).

See AI framework documentation (modders) if you want to get technical.

Timelapses


Overnight test run of ACEMOD AI crisis on Stellaris 2.7.2. Default settings but technology cost on x0.25. All empires were on repeatables. Crisis on x1 strength was squashed, this is a x5 Scourge.

End result.
End result save link (no mods required).[drive.google.com]
Pre-crisis trigger save (vanilla compatible).[drive.google.com]


A 37-year timelapse of the Contingency invading the galaxy (compressed into 5 minutes).


Similar video but with Unbidden.


Prethoryn Scourge video.

Mod merging info
When merging mods for personal use by Irony Mod Manager[bcssov.github.io], WinMerge[winmerge.org] or some other way, please make sure ai = { } block has enabled = no. Otherwise ACEMOD AI will be overwritten by vanilla AI and won't work properly. For list of overwrites see AI framework documentation (modders).

Credits
Fiiral, OldEnt and Rodahtnov hope you will enjoy this mod.

Thank you to 150 players who decided to try the mod in beta stage.

Support
Please post bug reports in the dedicated comments section or on GitHub[github.com].

[discordapp.com]
Popular Discussions View All (4)
39
16 Apr, 2022 @ 7:01pm
PINNED: Bug reports
OldEnt
9
25 Oct, 2020 @ 7:17pm
PINNED: AI framework documentation (modders)
OldEnt
6
24 Aug, 2021 @ 5:20pm
PINNED: Credits
OldEnt
811 Comments
THW 18 Dec @ 5:14am 
update plz
Ozymandias 17 Nov @ 3:54pm 
The menu at game startup doesn't seem to be going away - no option to close??
SoarinSkys 10 Nov @ 1:05pm 
Still works as of 3.14. Got to end game with a lot of mods like ACOT & Giga, all crisis except Cetanna spawned. Only issues would be for the rest of the galaxy.
KaneTheBoom 15 Oct @ 1:38am 
they stated they aren't updating anymore, stop asking. if anyone knows an alternative to this which is still updated please do provide
Sgt. Sarge 8 Oct @ 7:51am 
So wait is the mod abandoned now? I'm confused
Figaround 29 Sep @ 5:04pm 
A lot of people are asking to update your mod. If only because a new crisis has been added. And there have been several updates, old code can break something in the game. Please update it!
Liseq 26 Aug @ 11:55pm 
I would double check that this mod does not broke the Cetana crisis. I don't have any other mods touching crisis, and her event chain started up broken for me.
OldEnt  [author] 21 Aug @ 9:10am 
This mod does not touch Cetana and Great Khan and there are no immediate plans to change that.
guirab09 21 Aug @ 4:00am 
hey, i was wondering if this mod messes with the cetana crisis, but i had a game with her and her event chain broke, like for instance her personal guard left the system she was suposed to spawn in, or the fact that cetana herself didnt spawn
MajorityOfTheInternet 6 Aug @ 2:27am 
I think its incompatible with The Great Khan Expanded because no matter what order I load it, ACE disables itself with this mod?