Stellaris

Stellaris

~ StarNet AI
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Pembaruan: 5 Mei 2021 @ 4:02pm

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.

Pembaruan: 5 Mei 2021 @ 4:47am

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

Pembaruan: 4 Mei 2021 @ 6:11am

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.

Pembaruan: 3 Mei 2021 @ 7:35pm

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.

Pembaruan: 3 Mei 2021 @ 5:47pm

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

Made a bunch of economic improvements.

Changes to:
Districts, buildings, ai_budget, strategic_resources.

Pembaruan: 2 Mei 2021 @ 11:37pm

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.

Pembaruan: 2 Mei 2021 @ 12:59pm

Threat will now decay faster both in time and space.

Changed file:
Defines

Pembaruan: 2 Mei 2021 @ 12:09pm

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

No important files changed.

Pembaruan: 2 Mei 2021 @ 9:10am

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,

Pembaruan: 2 Mei 2021 @ 3:09am

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.