Stellaris
~ StarNet AI
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Aggiornamento: 11 giu 2021, 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.

Aggiornamento: 9 giu 2021, 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.

Aggiornamento: 9 giu 2021, 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.

Aggiornamento: 8 giu 2021, 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.

Aggiornamento: 7 giu 2021, 17:04

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

Changed files:
Colony_types.

Aggiornamento: 7 giu 2021, 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.

Aggiornamento: 4 giu 2021, 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.

Aggiornamento: 1 giu 2021, 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.

Aggiornamento: 31 mag 2021, 12:10

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

Changes:

Economic plans.

Aggiornamento: 30 mag 2021, 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.