Stellaris

Stellaris

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!Glavius's Ultimate AI - Real Space: New Frontiers Patch
   
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29 Des 2018 @ 10:33am
11 Feb 2019 @ 12:17pm
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!Glavius's Ultimate AI - Real Space: New Frontiers Patch

Deskripsi
This mod allows Glavius's AI changes to take into account the new modifiers added by Real Space: New Frontiers so that the AI builds energy districts on planets with energy production buffs, and mining districts on planets with mineral production buffs, ect.
Diskusi Populer Lihat Semua (1)
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30 Mei 2020 @ 10:34pm
Update?
Fantastical
40 Komentar
NoShotz  [pembuat] 24 Agu 2020 @ 8:13pm 
No clue, but it isn't up to date if it is.
Alfarr, the Lion 24 Agu 2020 @ 4:15pm 
Is this patch still needed?
NoShotz  [pembuat] 2 Jul 2019 @ 8:41pm 
I remember seeing a disclaimer in one of the files around may 28th saying something about the new system, may want to ask about it on glavius's page.
Angelic Burrito 2 Jul 2019 @ 7:59pm 
That would be way more compatible if it works like defines modding. I haven't heard of glavius doing that, though :/
I indexed all the files containing "planet" in GAI's /common/ (I didn't scan every line though) and the only files I found that seemed relevant were "...triggers_buildings_ai.txt" and "00_colony_types.txt"
I'll maybe keep looking. Cause until next patch, ultimate ai still works :cozybethesda:
NoShotz  [pembuat] 2 Jul 2019 @ 7:23pm 
I just don't know how to apply the planet flag to planets that have specific modifiers, or just adding it in general.
NoShotz  [pembuat] 2 Jul 2019 @ 7:22pm 
The reason it would be more compatible is that you wouldn't have to touch any of glavius's files, and it shouldn't need updates unless more modifiers are added to new frontiers.
NoShotz  [pembuat] 2 Jul 2019 @ 7:21pm 
Here's what i'm talking about

districts_good_energy = {
planet = {
OR = {
has_modifier = hazardous_weather
has_modifier = divine_algorithm
has_modifier = energy_relic
has_modifier = gas_rich_planet_fo_realz
has_planet_flag = buildings_good_energy
}
}
}

You should just have to apply the good energy planet flag to the planets that have the relevant modifiers, it would also be more compatible with other mods afaik.
Angelic Burrito 2 Jul 2019 @ 7:12pm 
Edit: That's what *he* did with the vanilla modifiers.
And sorry for making the messages appear out of order oops
NoShotz  [pembuat] 2 Jul 2019 @ 7:11pm 
That may be what I did then, but glavius changed how you are suposed to do it.
Angelic Burrito 2 Jul 2019 @ 7:09pm 
I think you just copy the same "has_modifier = ..." to the new locations, wouldn't you?
That's what you did with the vanilla modifiers