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Changelog since Nemesis:




Update: 19 May @ 1:50am
- Added option to block early crisis spawn which was introduced in vanilla Stellaris 3.0 Nemesis update. If you want block crises from appearing as soon as end game starts activate Crisis Manager and activate "Disable Fast Galactic Crisis" option. This setting cannot be changed after end game start or when a crisis already has happened (for mod compatibility reasons). This resolves "early Unbidden due to researched jumpdrives" dread common in 3.0.
- Fixed technology for +25% damage vs Fallen/Awakened Empires rolling when there is no War in Heaven. Now it is a potential roll only when War in Heaven has started.




Update: 24 Apr @ 3:24am
Pathinding hotfix for vanilla bypass bug affecting closest_system effect: https://forum.paradoxplaza.com/forum/threads/stellaris-crisis-do-nothing-they-just-sit-afk-in-their-systems.1469286/#post-27463398




Update: 22 Apr @ 1:29am
- Dynamic Mod Menu (3.0.*) button for Aggressive Crisis Engine is now hidden for everyone except game host in a multiplayer game. Simply press ESC while in game and click DMM menu button as a game host.

Requires new game for this feature update to take effect.

Stellaris does not allow modders to determine after game start who is multiplayer game host. In case game host country is destroyed or no longer controlled by a player you can switch to singleplayer and execute the following command while playing your country of choice:

effect dmm_add_button_exception = { DMM_FLAG = acemod_aggressive_crisis_engine_menu_name_flag }

You can also enable button back for all with following:
event acemod_dmm_new.3

Singleplayer is unaffected and event acemod_menu.1 command is always available.




Update: 18 Apr @ 1:44am
- Implemented support for Dynamic Mod Menu (3.0.*) by Erdnuss (SLEX). Simply press ESC while in game and click DMM menu button. All other mod menu mods are still supported.
- Crisis Army Strength Modifier is now disabled when Aesthetic Cinematic Gameplay is present (can be enabled in Crisis Manager > Advanced options > Disable ACG additional support ). This concludes balance compatibility works for ACG.




Full 3.0.1 patch notes:
- Compatible only with 3.0.1 and up. Any save started on 3.0.1 is compatible with ACE updates. See Legacy notes below.
- Updated effects and triggers in line with Nemesis code, backward compatibility impossible, use ACE Legacy version if you want to play on 2.8.1 or prior.
- Removed start_colony workaround fix as the effect which broke in 2.8 was fixed in 3.0 Nemesis. Swarm planet infestation now finishes on schedule.
- Fixed crisis fleets unable to leave L-cluster after Nemesis update. On my test run Unbidden spawned in L-cluster, fun.
- Fixed swarm colonisation ships not entering planet orbit to begin infestation process after Nemesis update.
- Removed ACE Dimensional Anchors overwites for Extradimensionals (Unbidden, Aberrant, Vehement), except for starbase_level_exd. Anchors are now indicated on the galactic map by crisis flag, but custom ACE design including FTL inhibitor and better computers is gone. Anchor Design is now governed by vanilla or any mod present changing it (ACOT Override, Extra Ship Components Overwrites, Aesthetic Cinematic Gameplay etc). Inhibitor might be back in some other form.
- Added specific support for Aesthetic Cinematic Gameplay overhaul mod, in line with Ajey's suggestions. ACE technologies and empire damage debuffs vs crisis and fallens are disabled and unpickable when Aesthetic Cinematic Gameplay is present, unless you specifically turn ACG support off in Crisis Manager > Advanced options. Crisis Army strength multiplier will be disabled as well in the next update. All other features work as usual.

Thank you to Jacob from Grand Flotilla Discord server[discord.gg] for providing me with a save to test Nemesis changes. Major patch release is a very busy period for modders and we are often unable to play the game for the few first days, so support from players is always greatly appreciated.

Special thanks to Stellaris Content Designer Caligula for staying with touch with modders and being a bridge between Stellaris modding community and Stellaris development team. Nemesis update introduced over 100 new triggers, over 100 new effects and almost a thousand new modifiers[forum.paradoxplaza.com] modders can use, not mentioning other moddability improvements[forum.paradoxplaza.com].

The fastest way to contact ACE development is to visit Stellaris Modding Den Discord server[discord.gg]. It is a great place to go if you want to speak with developers of your favourite mods or start making mods yourselves.
 
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June update:
- Crisis fleets now merge if certain conditions are met. This probably makes crisis harder and can be turned off in ACE menu -> Advanced Options - > Merge Crisis Fleets.
- Clarified Crisis Manager spawning options that more than one crisis type can by spawned using it. (picture)
- Clarified which menu settings are always active ("Army Strength Modifier" and "Disable Fast Galactic Crisis"). (picture)
- "Disable Fast Galactic Crisis" setting will now work even with Crisis Manager inactive, just as described. Note that this setting is off on default anyway.
- Added acemod_advanced_ai_disabled and acemod_fleet_mergers_disabled flags to debug window.
 
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July and August update:
- Added Colossus for Contingency. Requires game host to have Apocalypse DLC.
- Added full Chinese, German, Polish, Russian and Spanish localisations. Japanese and Korean translations are available as stand-alone mods (links in mod description). Thank you to all translators! You can contribute on ACE Crowdin project. If your language is not on the list feel free to drop a note and it will be added.
- Added option to manually spawn crises via Crisis Manager (select Start Galactic Crisis in main Crisis Manager menu). You can force trigger more than one crisis type but each one only once. Dynamic Mod Menu 3 is highly recommended. Alternatively, use command event acemod_menu.1 to access ACE menu.
- Implemented menu option to configure access to ACE menu via Dynamic Mod Menu. This is particularly useful in multiplayer if you want someone other than game host to change ACE settings. Option will display all countries in singleplayer and only human players in multiplayer.
- Added Credits thread to Steam mod page.
- Extradimensionals (Unbidden, Aberrant, Vehement) will now usually prioritise systems of galactic empires if there are any nearby, instead of other Extradimensionals. This will not stop them from responding to territorial incursions or trying to catch nearby fleets. Galactic prey is a bigger threat than other Extradimensionals in a live scenario.
- Final Contingency world will now spawn Wormhole Station for defensive fleet recalls just like other Contingency Hubs would.
- Fleets may relieve besieged planets (ie. Swarm worlds and Contingency occupied planets).
- Fleets will immediately recalculate their orders if target system has been taken.
- Fixed vanilla bug: Extradimensional factions spawning reinforcements on RANDOM Dimensional Portals. This requires overwriting crisis.1265, crisis.1266 and crisis.1267 but I made sure overwrites are as much compatible with other mods as possible. This includes Ariphaos Unofficial Patch, ESC Overwrites, ACOT Override and Crisis Manager End Game Edition.
- Fixed potential vanilla bug for colony not being destroyed on Contingency Worlds when last pop was killed by bombardment. For ongoing saves with the bug load the game in singleplayer, then save without even unpausing.
- Implemented compatibility with Wild Space 3. ACE constructors now ignore sc_dn star class systems as they should.
- Minor compatibility hotfix with Aesthetic Cinematic Gameplay (number of ships in Extradimensional fleets).
- Minor fixes to flag names in the code.
- ACE now stores data exclusively in global_event_country, making searching through savegame a lot easier.
- Streamlined localisations, now they point directly to global_event_country instead of country which changes menu options. This means what is visible in the menu is what ACE values really are. Fixes issue with two or more players (countries) changing ACE settings and not showing real values.
- Fixed crisis colossus being listed in ship type limits in empire Naval Capacity tooltip.
- Fleet unstuck improvements.
- Tweaks and fixes for fleets leaving L-Cluster and custom clusters.
- Response fleet lookup distance tweaks.
- Reduced number of unnecessary fleet mergers.
- Lowered chances of defensive fleets engaging superior forces.
- It will now take faster for fleets to unstuck if that happens.
- Removed harmless scope switch errors from error.log.


Upcoming features:
- Configurable crisis fleets supplements (extra ships in fleets) and new, specialised crisis ship loadouts (point defense ships for Extradimensionals, carriers etc). Overwrites free.
- Aggressive use of jumpdrives by Extradimensionals. Overwrites free.
- Crisis ships with aura effects (Titans, Juggernauts?). Overwrites free.

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Hopefully you all had a good summer! Enjoy this short video showcasing improvements and feature upgrades introduced to ACE lately.

Upcoming features: Aggressive use of jumpdrives by Extradimensionals and crisis fleet supplements with new ship designs.

Have a good new school year - ACE team.

====

Aggressive Crisis Engine is available on Steam, Paradox Mods and GitHub.

Contribute to ACE translations on Crowdin

Credits

===

- Better video quality on YouTube

- Plain timelapse

Mods used:

Aggressive Crisis Engine

Extragalactic Clusters [2.8]

Dynamic Mod Menu 3

StarNet AI

Crises spawn year 2350.

Code:
galaxy={
template="large"
shape=spiral_2
num_empires=12
num_advanced_empires=10
num_fallen_empires=3
num_marauder_empires=2
habitability=1
primitive=1
advanced_starts_near_player=no
caravaneers_enabled=yes
xeno_compatibility_enabled=no
scaling=no
crises=25
technology=1
logistic_ceiling=1.5
growth_scale=0.15
clustered=no
random_empires=no
random_fallen_empires=no
random_marauder_empires=no
random_advanced_empires=yes
core_radius=135
player_locations=normal
difficulty=grand_admiral
aggressiveness=high
crisis_type=any
name="2978cdb94883963dbc6f62d5fc13357f"
ironman=no
num_gateways=1
num_wormhole_pairs=1
num_hyperlanes=0.5
mid_game_start=100
end_game_start=200
victory_year=300
num_guaranteed_colonies=2
 

Happy 1st ACE Anniversary!

Aggressive Crisis Engine is a mod replacing crisis AI with a completely new one, and adding a slew of features on top.

Become THE crisis in this anniversary ACE update. Players with access to ACE menu can now choose Play Galactic Crisis option to swap play to a live crisis faction. This feature supports all countries returning true for is_crisis_faction scripted trigger or special ACE flag. This means end game crises, Gray Tempest, Khan and possibly modded crises (experience may vary!).

ACE introduces:
  • New, responsive and aggressive crisis AI,
  • Integrated Crisis Manager (scheduled or instant spawn),
  • Fleet Supplements, extra ships for crisis fleets with optional buffs,
  • Offensive use of jump drives by Extradimensionals (Unbidden, Aberrant, Vehement),
  • Contingency Colossi,
  • Play as crisis faction feature,
  • Dynamic Mod Menu support with menu access permissions management,
  • AI framework for other mods to use.
Aggressive Crisis Engine is highly compatible and should run with virtually any mod.

ACE has extensive language support:
We invite you to contribute translations into your own language on ACE Crowdin translation project. If your language is not on the list feel free to drop a note and it will be added.

ACE is available on Steam Workshop, Paradox Mods and GitHub.

We hope you enjoyed Aggressive Crisis Engine so far. Keep an eye for more updates!

- ACE team
 
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