Stellaris

Stellaris

~ StarNet AI
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Update: 29 May, 2021 @ 3:17pm

AI will stockpile a bit more alloys before starting shipbuilding.

Added few more checks in my fleet events so the error.log doesn't get as much spammed when the event tries to move to nonexistent scope.

Update: 28 May, 2021 @ 10:42am

AI will now use navalcapacity instead of fleetpower to make some earlygame decisions. This will help if you use mods that change the way the fleetpower is calculated (note that the most popular among them -- ACoT isn't too compatible yet, AI will use new ACoT technologies exactly just like was coded by ACoT creators, nothing starnet does changes it.)

Update: 27 May, 2021 @ 7:53am

Improved management of breeder planets, changed defensive measures. Decreased the pickrate of bad rare techs.

Changed files:
Buildings, strategic resources.

Update: 26 May, 2021 @ 8:55am

Fixed an issue where AI wasn't trading away the minerals during energy crisis.

Fixed a yes/no mistype in sacrificial temple condition that prevented humans from building a second one on a planet.

Update: 25 May, 2021 @ 1:48pm

Some earlygame micromanagement improvements.

Update: 25 May, 2021 @ 8:42am

Added missing weight to small X-ray laser.

While it's not too relevant, but with some unlucky tech draw this missing weight change could have caused an AI to avoid stop building any military ships for a while.

Component changes.

Update: 25 May, 2021 @ 7:15am

Changed shipdesign somewhat, AI should refit properly against the crisis and refit back once the crisis is dealt with, also from now on AI will sometimes use carriers when it makes sense.

Changes
Component templates, Ship sections, Technologies.

Update: 24 May, 2021 @ 9:17pm

Increased priority of enigmatic encoders and decoders, fixed a problem where stronghold restriction erroneously was applied to players.

Changed files:
Components, buildings.

Update: 24 May, 2021 @ 2:22pm

There exist a weird hard-to-replicate bug when in lategame AI will stop following my plans (I observed it on a few savegames, but still no idea why does it happen).

The best workaround I thought of was to have a fallback plan with low weight that will activate once AI stops following them, usually with some on/off switches this caused AI to start following them again.

Before today I was using vanilla plan as my fallback, now there will be a 2-step fallback process instead, at first stage if the bug occurs and AI stops following my main plan it will start following relatively simple plan that still has large alloys/research requirements that will cause AI to still be working properly and only if the bug occurs again it will fallback to vanilla.

Changed files:
Economic plans

Update: 24 May, 2021 @ 11:19am

Relaxed upgrade restrictions in cases where is unemployment, should help people who lower the pop slider.

Added a mechanism that will restrict some destructive measures to being applies only 3 planets at a time, not using it much yet, but maybe in the future.

Changes:
Buildings.