Stellaris

Stellaris

~ StarNet AI
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Update: 5 May, 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.

Update: 5 May, 2021 @ 4:47am

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

Update: 4 May, 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.

Update: 3 May, 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.

Update: 3 May, 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.

Update: 2 May, 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.

Update: 2 May, 2021 @ 12:59pm

Threat will now decay faster both in time and space.

Changed file:
Defines

Update: 2 May, 2021 @ 12:09pm

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

No important files changed.

Update: 2 May, 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,

Update: 2 May, 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.