Stellaris
~ StarNet AI
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Mis à jour le : 5 mai 2021 à 16h02

Improved fleet movements during wars. It's still mosty a weird messy black box, but at least reinforcements should be getting there now.

Added back the doomstacking event, although war minister will keep spreading the fleets anyway (but doomstacking will still apply to the fleets ignored by the war minister). I don't like the war minister btw, if it wasn't obvious from the context.

Changes to:
Defines, policies.

Mis à jour le : 5 mai 2021 à 4h47

Attempt to improve AI during wars (I can't really say it works, honestly).

Mis à jour le : 4 mai 2021 à 6h11

Fixed a bug where bureacratic buildings were unbuildable by players when they should be unbuildable by AI.

Building changes, Edict changes, AI_budget changes, Ringworld districts changes, starbase_buildings changes.

Mis à jour le : 3 mai 2021 à 19h35

Fixed a major issue where some of my AI-intended industry restrictions were being applied to human players.

AI apparently can't disable edicts, added a workaround for it.

Changes:
Buildings, ascension perks.

Mis à jour le : 3 mai 2021 à 17h47

Xenophobe AE will now have slaves (this time for real)

Made a bunch of economic improvements.

Changes to:
Districts, buildings, ai_budget, strategic_resources.

Mis à jour le : 2 mai 2021 à 23h37

Fixed a mistake in the planner event. Made using the market a bit better.

Xenophobe FE should be using slaves now.

Changed files:

Slavery types.

Mis à jour le : 2 mai 2021 à 12h59

Threat will now decay faster both in time and space.

Changed file:
Defines

Mis à jour le : 2 mai 2021 à 12h09

Fixed some problems when AI wasn't building enough industrial districts when prospering.

No important files changed.

Mis à jour le : 2 mai 2021 à 9h10

Removed ethic changes.

Added more ethic-dependency inside economic plans (so empires with technocracy will focus more on research, etc.).
AI will have better chance to get out of great depression now (if it ever happens to fall into it). Fixed a flaw in a trigger that harmed production of admin buildings. Improved city district management, S-growth abuse should be a bit better now (but still it's something a human player will have much easier time doing).

Building changes, colony_types changes,

Mis à jour le : 2 mai 2021 à 3h09

Noticed AI sometimes uses population control when the planet is too full, now they will be used only if all planets are too full (and that almost never happens). Improved district management a bit.

District changes. Decision changes.