Stellaris
~ StarNet AI
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Mis à jour le : 25 juin 2021 à 6h40

Mis à jour le : 23 juin 2021 à 17h16

Small changes in the defines that probably will prevent AI from using longest attack paths imaginable consistently.

No important files changed.

Mis à jour le : 23 juin 2021 à 9h52

Technocracies used to build too little research, now they properly do their technocracing. Also robots will focus a bit more on unity.

Changed shipdesign a little.

Changed files:
Buildings, component templates, first contact events.

Mis à jour le : 22 juin 2021 à 15h58

Rogue servitors indeed can't build organic sanctuaries.

Unfortunately it's probably bugged in some way, I didn't manage to force them build organic sanctuaries.

So for now, if a planet that needs organic sanctuary stays idle for some time 400 minerals will be deducted and a sanctuary will get spawned with an event. From gameplay point of view it's not different than if the ai actually built it.

There are no ways to queue buildings from a script, ai_resource_production technically was supposed to work in cases like this and allow to force AI to build the building, but it doesn't work, so for now until things get fixed the event will simulate construction.

No files changed.

Mis à jour le : 22 juin 2021 à 0h35

Supercomputer and resource processing centers were missing the same restriction that was applied to insitute and ministry of production causing AI to build them everywhere.

Added more conditions on assembly seize so the AI isn't so trigger-happy about it (I should just prevent AI using the decision altogether tbh).

Decision changes, Building changes.

Mis à jour le : 20 juin 2021 à 21h33

More machine empire changes.

No important files were changed.

Mis à jour le : 20 juin 2021 à 18h33

Some changes regarding machine empires.

Buildings changes. Pop job changes.

Mis à jour le : 20 juin 2021 à 15h50

I left some of the vanilla code for choosing ascension perks, this caused AI to never pick synthetic ascension unless they are large and as a result caused everyone to be psionic when played on 0.25 hab galaxies. I removed that.

Fixed a { bracket being in a wrong place that caused most gestalts to use extraction focus way beyond the spot when they should have.

Fixed an annoying build-destroy loop that caused AI to build science much later than they should have.

Buildings changes, Policy changes, Ascension perk changes.

Mis à jour le : 19 juin 2021 à 18h23

Changed early game empire management a bit. AI will fill focus on early research more, prioritise unity until they get their first and second AP and try not to overuse colonist jobs. Also changed what policies are used (isolationist used to get the first AP, and hit&run is apparently not that good in hyperlategame, so AI will now be more varied and depending on circumstance change between H&R,RD and no retreat).

Changes:
Buildings, colony_types, policies.

Mis à jour le : 18 juin 2021 à 16h15

Reworked the way AIs builds robots (you will now see much more robots and they stop later).

Removed extra upkeep from crystal miners and similar jobs, because, "I think", this extra upkeep is a bug.

Increased job weight for slaves, I think it can help with micromanagement in some cases.

Buildings changes, pop_jobs changes.