Stellaris
~ StarNet AI
Exibindo entradas 161–170 de 591
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Atualização: 11/jun./2021 às 17:44

Stopped habitatbuilding when AI isn't going to colonise them (I wish this dumb "AI can't colonise during crisis or wars" was moddable...). Changed ascension perks choices a bit (won't take master buildings unless they have wonders, won't take voidborn unless pacifist or void dweller).

Changes:
Ascension perks, megastructures, buildings.

Atualização: 9/jun./2021 às 12:20

Small change on when the AI should be terraforming and how it treats the planes (machine empires shouldn't and a planet with a few good pops and many bad pops should be considered to have low hab).

No compatibility related changes.

Atualização: 9/jun./2021 às 5:11

AI will now terraform a bit even before getting World Shaper (bad planets). This will mostly matter for people who play with decreased empire growth slider and on high difficulties.

Atualização: 8/jun./2021 às 17:05

Made it so AI will not build low-priority megastructures (it's not like sentry array does anything for AI anyway).

Changed files
Megastructures.

Atualização: 7/jun./2021 às 17:04

Added missing refinery and factory designations for habitats, my bad.

Changed files:
Colony_types.

Atualização: 7/jun./2021 às 3:48

Advanced empires sometimes were falling into a build-demolish loop of a precinct on their capital, now they won't. Added some other improvements to make advanced empires play properly.

Changed habitat specialisation weights.

Small compatibility fixes (I didn't have to overwrite one of the files I did).

Changes:
Buildings, colony_types.

Atualização: 4/jun./2021 às 9:31

Improved economic plan transitions (one of the plans wasn't used when it was supposed to be used).

Added some compatibility helpers (in case you are playing with a mod that changes empire types like ZoFE events will still work for ascended empires. Now I don't think ZoFE ascended empires build their buildings properly, but that's on ZoFE, not on me).

No important files were changed.

Atualização: 1/jun./2021 às 8:22

Wrote a better procedure of getting out of a total collapse (hope it's not going to get used though :D). I think lategame terraforming will procede much quicker now, fixed a few flaws in the district logic.

Changed files:
Buildings, Policies, Colony_types.

Atualização: 31/mai./2021 às 12:10

Changed plans a bit to be a bit more science-oriented if the friendship patch is active.

Changes:

Economic plans.

Atualização: 30/mai./2021 às 1:59

Changed food management (high difficulties were overbuilding food and low difficulties weren't reacting to the food deficit well enough).

Improved gestalts a bit (they still overprioritise alloys, I think, but not nearly as much as they used to).

Changed files:
Buildings, strategic resources.