Stellaris
~ StarNet AI
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Обновление: 28 июн. 2022 г. в 7:51

- Implemented backend for custom fleet compositions.
Example use in console (click on any object owned by AI, like planet or fleet, then execute):

effect owner = { set_variable = { which = str_var_ai_ship_data_factor_corvette value = 0 } set_variable = { which = str_var_ai_ship_data_factor_destroyer value = 0 } set_variable = { which = str_var_ai_ship_data_factor_cruiser value = 0 } set_variable = { which = str_var_ai_ship_data_factor_battleship value = 0 } }

To clear:

effect owner = { clear_variable = str_var_ai_ship_data_factor_corvette clear_variable = str_var_ai_ship_data_factor_destroyer clear_variable = str_var_ai_ship_data_factor_cruiser clear_variable = str_var_ai_ship_data_factor_battleship }

This will cause specific AI country to build exclusively cruisers.

Mods overwriting 00_ship_sizes.txt or implementing country_limits or adding extra ship sizes with weights in ai_ship_data can disrupt the results.

Обновление: 27 июн. 2022 г. в 15:16

- Buildings minor performance tweaks and assembly buildings category fix by President Memes.

Обновление: 27 июн. 2022 г. в 9:26

- Unified StarNet and StarTech code, now they differ only by one file which governs how the mods behave (scripted variables). Mod will use special trigger to determine whether StarNet of StarTech is *really* loaded. This helps with updates and maintenance.
- Buildings code cleanup and minor performance tweaks by (President Memes).
- Introduced StarNet Truce tool, accessible via Dynamic Mod Menu or console command:
event str_menu.1

With the StarNet Truce settings (see GIF)[cdn.discordapp.com] you can now change the default StarNet (10 years) and StarTech (40 years) period when AI cannot declare war. It is now possible to enforce truce on players too. On top of that every country can be individually configured to: 1) be banned from declaring war 2) be protected from having war declared on it 3) be allowed to declare war during StarNet Truce (but will respect first two exceptions).

Without any configuration in the menu war rules remain as they were.

Modders: StarNet now overwrites can_declare_war game rule which to my knowledge no other mod changes. If somoene does modify it please notify Inny for Merger of Rules support. This is more reliable than overwriting war goals.

Обновление: 25 июн. 2022 г. в 16:05

- You can now disable AI building habitats or megastructures (or both) from StarNet menu. Use Dynamic Mod Menu or console command to access options:
event str_menu.1

Does not affect Void Dweller origin empires.

Modders: Disabling is done by common\ai_budget\[github.com] which checks potential for habitats *but* you can hook up to these options by adding check for StarNet flags in potential or possible of your megstructure blocks.

has_global_flag = str_global_ai_should_not_build_habitats
has_country_flag = str_country_ai_should_not_build_megastructures

See source[github.com] for more flags.

Обновление: 25 июн. 2022 г. в 12:07

- Updated most of secondary economic plans to include scaling. This should help with AI alloy production which was inhibiting raising used percentage of naval capacity to a level allowing war declaration (salvor, OE).
- Fixed robot assembly construction-destroy loop (this time for real) (salvor, OE).
- Made AI planets do check_planet_employment = yes and calculate_modifier = yes every five years which can unstuck some jobs (rare circumstances). Player planets were omitted so the potential issue can be spotted and fixed at the root (most likely modded events playing with add jobs modifiers) (OE).
- All StarNet economy subplans now have names for the ease of debug (debugtooltip - hover over planet buildings grid) (President Memes)

Known issue: Late game empires can still get stuck and hardly build anything on the planets. Sometimes game reload helps. This can be engine issue and/or something in economic plans. It is being looked into.

Обновление: 24 июн. 2022 г. в 17:25

- Included a temporary hotfix for AI not declaring war (min_navy_for_wars = 0.1). This fix will not work if you are using other mods overwriting default country type.

Обновление: 24 июн. 2022 г. в 17:11

- Stopped game engine from deprioritising amenity jobs (AI_UPPER_AMENITIES_LIMIT define introduced in 3.3) as StarNet disables those in its own way. Deprioritised jobs still counted as free_jobs which made StarNet unaware that it needs to build stuff. This fixes rampant unemployment on AI worlds late game. Included a hotfix for ongoing games but best results on a new save.
- AI does not declare war due to insufficient ratio of fleet capacity compared to full capacity, as it goes full tech over alloys. This is being looked into.

Обновление: 22 июн. 2022 г. в 2:27

- Quick update to 3.4.4.

Обновление: 16 июн. 2022 г. в 14:57

- Brought back limits on assembly if specific pop limit is reached (1000-1500).

Обновление: 7 июн. 2022 г. в 15:58

- Colony designations and traditions tweaks (salvor).