Stellaris

Stellaris

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~~Ariphaos Unofficial Patch (4.0)
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12.583 MB
12 feb 2020 om 6:17
14 jun om 14:08
119 wijzigingsnotities (weergeven)

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~~Ariphaos Unofficial Patch (4.0)

In 1 verzameling van Ariphaos
Ariphaos Personal Modlist
23 items
Omschrijving
AI Bugfix Mod Support Performance

This mod corrects several hundred issues in vanilla Stellaris. The game is faster, the AI is smarter, mods are better supported, and fewer bugs will be encountered.

[patreon.com]

This mod should be loaded at the top of your load order so other things can overwrite it.

If this mod is not first, it will clobber many other mods.

=============================

  • This mod has fixed two game crashes so far. Both are now fixed by Paradox.
  • It is not achievement compatible.
  • A small portion of this mod has been incoporated into 3.11[forum.paradoxplaza.com]. They included about twice the fixes listed, but it is normal for Paradox to only include about half the fixes they make in a given patch in their changelogs.
  • This is not a balance patch. Paradox absorbed most such changes from this mod in 3.11, and a good portion of what balance items remained is now removed.
  • I am working on a balance mod to eventually host most of the leftover balance items, along with more drastic changes.
  • If you have difficulty updating: Load the Launcher, then unsubscribe from and resubscribe to this mod. If you're getting a version warning, the mod didn't update.

=============================

This mod should be loaded at the top of your load order so other things can overwrite it.

If this mod is not first, it will clobber many other mods.

=============================


Previous Versions
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Legacy Version here. <- This will always track the previous release.

Older versions may be found on Github[github.com].

Fix List
=============================

It is The fix list is documented on Github[github.com] in the various Changes (full breakdown) and Changelog (chronological) files. It is too enormous to list here.

Author Credit
=============================

Nearly half of these fixes originate from other authors. Credits are listed on Github[github.com].

Compatibility
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This should be compatible with nearly everything as long as this is at the top of your load order. Most changes are independent of each other and those that are not should work at least as well as in vanilla if one part gets overwritten.

Exception This will break some multiple-ascension-path mods. Use mine instead, if you are only interested in combining bio ascension with others.

Performance
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This mod has a modest performance boost. Paradox has incorporated most of my fixes or made them irrelevant over time, but a number always remain.

Ongoing Games
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Ongoing games should be fine.

Modders
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Feel free to forward changes from this mod into your own. Credit is appreciated. Nearly half of these fixes are by others as noted in Credits.md linked above.

If you want to check for this mod's presence, look for the ariphaos_unofficial_patch_installed flag or the @ariphaos_patch_installed variable.

My Main Stellaris Mods
=============================

These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Biopsionic Mastery enables biological ascension to be combined with others while using my patch.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.
  • AI-Player Exclusive Archaeology - Makes a set of AI only dig sites, so the player can enjoy the rest.
  • All Systems Spawn - What it says on the tin. Spawns all rare systems, leviathans, and [REDACTED]

My Other Stellaris Mods
=============================

These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.
Populaire discussies Alles weergeven (19)
111
11 jun om 9:02
Bug Report
TurtleShroom
4
7 jun 2024 om 8:35
Three vanilla bugs in version 3.12.4
Night
1
21 jun 2024 om 3:35
Crisis bugs in 3.12.4
Zomifi
1.306 opmerkingen
Celador 1 uur geleden 
@Nikal Can confirm this was the issue for some time. Not sure if it's in vanilla, since I am playing with this mod all the time. Mechanical species having social welfare was definitely an issue before 4.0 for me.
Nikal 11 uur geleden 
Could you have a look at what's going on with the Citizen Rights and Living Standards for non-sentient, Mechanical species in organic empires? While under servitude they are spawning with Social Welfare set, and when setting AI policies they get Full Citizenship even though they aren't sapient (i.e. neither the Droid nor Synthetic research has been done). There's a bunch of new scripted_triggers related to robotic species, yet most haven't been utilized correctly.

My time is limited to go through it all, but I figured adding "is_shackled_robot = no" to citizenship_full fixes the latter issue (maybe, as I don't know if that breaks something else). However, the non-sentient robots can still be residents, and after that change they have access to all the organic living standards.
EMPIREVSREBLES 17 uur geleden 
Okay, I thought I would just remove the trait from the mod file, but that just remove the trait from the game too.
EMPIREVSREBLES 18 uur geleden 
So I found that this mod conflicts with a mod that removes portrait requirements to traits.
Peter34 14 jun om 20:30 
This is a sort of weird mix between balance, probably-not-intended-by-the-devs, and sanity check.

I'd appreciate it, if I could build the two Holo-Museums that give Unity or Edict Fund in a Bureaucrat/Archive Zone, and if I could build the third Holo-Museum, the one that gives Engineering, in an Archive, or General Research or Engineering Zone.

As it is now, I have to construct these in the generic 5-slot departments of my planets, and those 5 slots are super crowded already, whereas in the mid game I still often only have generic Buildings in the Zone slots.

Is that something you can take a look at, either in this mod, or else in the upcoming balance mod?

One thing really I like about this mod, apart from all the bugfixing, is how it lessens the restraints on combining rare Event Ships into one fleet. You can't do it with all Event Shps, such as Bubbles, and that's fine, but vanilla is super strict about combining strange ships. I appreciate this mod loosening that somewhat.
Ariphaos  [auteur] 14 jun om 14:09 
4.0.20 Update

Just a version merge, no further changes.
Norym 13 jun om 23:54 
leaders that start with additional levels don't get their traits, is it possible for you to fix, please?
Yagami 11 jun om 16:56 
Paradox lathe fix do not work
Ariphaos  [auteur] 11 jun om 7:27 
4.0.17 Update

* Don't allow building multiple orbital rings on the same planet. Did you know orbital rings and habitats don't necessarily count as megastructures? Well now you do.
* Match exclusions between environmental architects and environmentalist civics. The AI could spawn with both and generate no-name, no-ethic empires. (MrFunEGUY)

* As mentioned, Paradox fixed the Lathe bug in 4.0.17.
Ariphaos  [auteur] 11 jun om 7:23 
@Arvess possibly because the AI doesn't necessarily properly value unity. Fixing this is part of a broader economic fix I need to get working on.

@forerunner398 no planned date yet, right now it exists as a scattered collection of personal mods, none of which are 4.0 compatible.