Stellaris
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!Glavius's Ultimate AI - Real Space: New Frontiers Patch
   
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29 dic 2018, ore 10:33
11 feb 2019, ore 12:17
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!Glavius's Ultimate AI - Real Space: New Frontiers Patch

Descrizione
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.
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0
30 mag 2020, ore 22:34
Update?
Fantastical
40 commenti
NoShotz  [autore] 24 ago 2020, ore 20:13 
No clue, but it isn't up to date if it is.
Alfarr, the Lion 24 ago 2020, ore 16:15 
Is this patch still needed?
NoShotz  [autore] 2 lug 2019, ore 20:41 
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 lug 2019, ore 19:59 
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  [autore] 2 lug 2019, ore 19:23 
I just don't know how to apply the planet flag to planets that have specific modifiers, or just adding it in general.
NoShotz  [autore] 2 lug 2019, ore 19:22 
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  [autore] 2 lug 2019, ore 19:21 
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 lug 2019, ore 19:12 
Edit: That's what *he* did with the vanilla modifiers.
And sorry for making the messages appear out of order oops
NoShotz  [autore] 2 lug 2019, ore 19:11 
That may be what I did then, but glavius changed how you are suposed to do it.
Angelic Burrito 2 lug 2019, ore 19:09 
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