Stellaris
~ StarNet AI
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Aggiornamento: 5 mag 2021, 16:02

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.

Aggiornamento: 5 mag 2021, 4:47

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

Aggiornamento: 4 mag 2021, 6:11

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.

Aggiornamento: 3 mag 2021, 19:35

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.

Aggiornamento: 3 mag 2021, 17:47

Xenophobe AE will now have slaves (this time for real)

Made a bunch of economic improvements.

Changes to:
Districts, buildings, ai_budget, strategic_resources.

Aggiornamento: 2 mag 2021, 23:37

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.

Aggiornamento: 2 mag 2021, 12:59

Threat will now decay faster both in time and space.

Changed file:
Defines

Aggiornamento: 2 mag 2021, 12:09

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

No important files changed.

Aggiornamento: 2 mag 2021, 9:10

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,

Aggiornamento: 2 mag 2021, 3:09

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.