Aggressive Crisis Engine (ACE, ACEMOD) is a collaborative Stellaris mod with new crisis AI and a great amount of crisis improvements.
ACE is available on:
UPDATE 2: Aggressive Crisis Engine AI can be applied to any noneconomic empire. Modders can follow AI framework documentation for modders which is in the works. While code will be cleaned up and event numeration will change for the release the principles of AI operation will remain the same.
UPDATE 3: ACEMOD has been released!
Release trailer:
Video comparison between ACEMOD and vanilla 2.8.1b:
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^ Presented in the video above: 5 year comparison of Aggressive Crisis Engine vs 2.7.2 Vanilla crisis AI (Unbidden). At the end of an 8 minute test Vanilla crisis had 5 starbases and ACEMOD AI had 18.
Vanilla AI is off for main crises and all fleet movements are mod scripted, this includes military fleets, constructors, army transports and swarm infestors.
- Full support for Contingency, Prethoryn Scourge, Unbidden, Aberrant and Vehement.
- New custom pathfinding accounting for wormholes and gateways. Begone loops.
- Aggressive not only in the name. Fleets are relentless and always seek targets.
- New technologies and quests to obtain them.
- Various fixes like changing crisis bombardment stance and making unarmed crisis ships flee when in danger.
ACEMOD is flexible and modular. Users will be able to switch individual components on and off at game start.
Modders will be able to use ACEMOD AI for their own custom country_types and exclude individual fleets from ACEMOD AI for their own events. Below is a sneak peek at some of the instructions for mod use:
ACEMOD is a collaborative effort by Fiiral, Rodahtnov and OldEnt.
Any modding requests for ACEMOD AI features please direct to OldEnt.
^ 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.
This mod is at the beta stage and everything visible is subject to change.
End result.
End result save link (no mods required).
Pre-crisis trigger save (vanilla compatible).
^ A 37-year timelapse of the Contingency invading the galaxy (compressed into 5 minutes).
^ Similar video but with Unbidden.
^ Prethoryn Scourge video.
ACE is available on:
- Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2268189539
- Paradox Mods: https://mods.paradoxplaza.com/mods/14953/Any
- GitHub: https://github.com/Fiiral/Improved-Crisis
UPDATE 2: Aggressive Crisis Engine AI can be applied to any noneconomic empire. Modders can follow AI framework documentation for modders which is in the works. While code will be cleaned up and event numeration will change for the release the principles of AI operation will remain the same.
UPDATE 3: ACEMOD has been released!
Release trailer:
Video comparison between ACEMOD and vanilla 2.8.1b:
---------------------------------------------------------------------
^ Presented in the video above: 5 year comparison of Aggressive Crisis Engine vs 2.7.2 Vanilla crisis AI (Unbidden). At the end of an 8 minute test Vanilla crisis had 5 starbases and ACEMOD AI had 18.
Vanilla AI is off for main crises and all fleet movements are mod scripted, this includes military fleets, constructors, army transports and swarm infestors.
- Full support for Contingency, Prethoryn Scourge, Unbidden, Aberrant and Vehement.
- New custom pathfinding accounting for wormholes and gateways. Begone loops.
- Aggressive not only in the name. Fleets are relentless and always seek targets.
- New technologies and quests to obtain them.
- Various fixes like changing crisis bombardment stance and making unarmed crisis ships flee when in danger.
ACEMOD is flexible and modular. Users will be able to switch individual components on and off at game start.
Modders will be able to use ACEMOD AI for their own custom country_types and exclude individual fleets from ACEMOD AI for their own events. Below is a sneak peek at some of the instructions for mod use:
Code:
# Note 1: In order to disable vanilla crisis AI this mod overwrites following keys in 00_country_types.txt:
# swarm
# extradimensional
# extradimensional_2
# extradimensional_3
# ai_empire
#
# Note 2: Vanilla crisis countries are piloted by default. See instructions on how to exclude countries, including vanilla crisis countries.
#
# Instructions:
#
# set_global_flag = acemod_activated global Activates ACEMOD fleet AI.
# set_country_flag = acemod_assisted_ai country Only countries with this flag will have their fleets piloted by ACEMOD.
# acemod_set_fleet_piloted_exclusion_on = yes fleet ship Prevents ACEMOD from piloting marked fleets.
# acemod_set_fleet_piloted_exclusion_off = yes fleet ship Resumes default operation.
# acemod_set_country_piloted_exclusion_on = yes country Prevents ACEMOD from piloting fleets of given country. Use this if you don't want vanilla crisis country to be piloted. See acemod_fleet.10 event.
# acemod_set_country_piloted_exclusion_off = yes country Removes exclusion *and* enables ACEMOD for given country. Does not activate global ACEMOD fleet AI (acemod_activated flag) if you had it off.
#
# set_country_flag = acemod_country_flag_disabled_military_ai country Disables ACEMOD AI for military fleets.
# set_country_flag = acemod_country_flag_disabled_constructor_ai country Disables ACEMOD AI for constructor fleets.
# set_country_flag = acemod_country_flag_disabled_army_ai country Disables ACEMOD AI for army fleets.
# set_country_flag = acemod_country_flag_disabled_colonizer_ai country Disables ACEMOD AI for colonizer fleets.
#
# set_global_flag = acemod_constructor_reinforcements_disabled global Disables constructor reinforcements for all countries.
# set_country_flag = acemod_constructor_reinforcements country Enables constructor reinforcements for given country. Vanilla crisis countries receive them by default. Requires acemod_assisted_ai country flag.
# acemod_set_country_constructor_reinforcements_exclusion_on = yes country Prevents ACEMOD from issuing constructor reinforcements.
# acemod_set_country_constructor_reinforcements_exclusion_off = yes country Resumes default operation.
# set_star_flag = acemod_star_flag_is_constructor_reinforcements_system solar_system Designates system to spawn constructor in.
# set_fleet_flag = acemod_fleet_flag_is_constructor_reinforcements_fleet fleet Designates fleet to spawn constructor on.
#
# set_country_flag = acemod_country_flag_custom_starbase_outpost country ACEMOD AI constructors will spawn normal starbases (outpost) using empire's graphical culture.
# set_country_flag = acemod_country_flag_custom_starbase_citadel country ACEMOD AI constructors will spawn normal starbases (citadel) using empire's graphical culture.
#
# set_country_flag = acemod_defensive_jumpdrive_protocol country Enables defensive jumpdrive protocol for given country. Contingency has it by default. Requires acemod_assisted_ai country flag.
# acemod_set_country_acemod_defensive_jumpdrive_protocol_exclusion_on = yes country Prevents ACEMOD from issuing defensive jumpdrive protocol.
# acemod_set_country_acemod_defensive_jumpdrive_protocol_exclusion_off = yes country Resumes default operation.
# set_star_flag = acemod_star_flag_is_defensive_jumpdrive_protocol_system fleet planet Designates defensive jumpdrive protocol protected system.
# set_ambient_object_flag = acemod_ambient_object_flag_defensive_jumpdrive_protocol_target ambient_object Designates ambient object to move fleet to.
# set_global_flag = acemod_defensive_jumpdrive_protocol_disabled global Disables defensive jumpdrive protocol for all countries.
#
# set_global_flag = acemod_technology_disabled global Prevents ACEMOD technologies from rolling (potential).
# set_country_flag = acemod_country_flag_technology_allowed country Enables rolling of ACEMOD technologies for non-default empires (potential). Does not overrride ACEMOD technology disable global flag.
# acemod_set_country_technology_exclusion_on = yes country Prevents ACEMOD technologies from rolling for given country (weight_modifier = 0). Overrides country technology_allowed flag.
# acemod_set_country_technology_exclusion_off = yes country Resumes default operation.
#
# set_global_flag = acemod_crisis_debuff_disabled global Disable applying anti-crisis damage debuffs. Does not remove the ones in place.
# set_global_flag = acemod_fallen_awakened_empire_debuff_disabled global Disable applying anti-relics damage debuffs. Does not remove the ones in place.
#
# set_megastructure_flag = acemod_megastructure_flag_is_active_bypass megastructure Marks megastructure as being an accessible bypass (custom modded wormhole, custom modded gateway etc). Used in pathfinding. See acemod_is_active_bypass scripted trigger.
# set_star_flag = acemod_star_flag_is_active_bypass solar_system Marks star system as being an accessible bypass (custom modded wormhole, custom modded gateway etc). Used in pathfinding. See acemod_is_active_bypass scripted trigger.
#
# set_planet_flag = acemod_planet_flag_bombardment_target_ignore planet Marks planet as excluded from being targeted for bombardment.
# set_planet_flag = acemod_planet_flag_army_target_ignore planet Marks planet as excluded from being targeted for invasion.
# set_planet_flag = acemod_planet_flag_colonizer_target_ignore planet Marks planet as excluded from being targeted for colonization or infestation.
#
# set_global_flag = acemod_advanced_ai_disabled global Disables some of the fleet events which might require high amount of checks, like reaction to enemy movements. Do not use unless you really want to.
#
# set_fleet_flag = acemod_fleet_flag_starbase_defensive_protocol fleet Marks fleet as a trigger for territorial defensive actions.
# set_star_flag = acemod_star_flag_starbase_defensive_protocol system Marks system as critical and to be defended immediately if needed.
# set_country_flag = acemod_country_flag_starbase_defensive_protocol_disabled country Disables territorial defense for given country.
# set_country_flag = acemod_country_flag_starbase_defensive_protocol_fallback_event_disabled country Disables fallback event (acemod_fleet.132). Use if issues from triggering both 130 132 arise (should not).
#
# set_country_flag = acemod_country_flag_system_pings_disabled country Disables pinging systems to indicate potential high value targets.
#
# set_country_flag = acemod_lib_country_flag_army_strength_modifier_assisted_ai country swarm, ai_empire, and countries with this flag receive Crisis Army Strength multiplier.
# set_country_flag = acemod_lib_country_flag_army_strength_modifier_disabled country Disables automatic Crisis Army Strength multiplier recalculation for given country (usefulf for disabling swarm or ai_empire bonus).
ACEMOD is a collaborative effort by Fiiral, Rodahtnov and OldEnt.
Any modding requests for ACEMOD AI features please direct to OldEnt.
^ 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.
This mod is at the beta stage and everything visible is subject to change.
End result.
End result save link (no mods required).
Pre-crisis trigger save (vanilla compatible).
^ A 37-year timelapse of the Contingency invading the galaxy (compressed into 5 minutes).
^ Similar video but with Unbidden.
^ Prethoryn Scourge video.
Last edited:
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