Stellaris

Stellaris

~ StarNet AI
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Uppdatering: 22 nov, 2021 @ 10:47

Uppdatering: 22 nov, 2021 @ 9:26

Uploaded a version for 3.2.

Changed files:

Buildings, districts, ascension perks, pop_jobs, technologies.

Uppdatering: 12 nov, 2021 @ 4:59

There is a chance that previous upload was faulty, so I will reupload it just in case.

In addition changed the first ascension perk priority, AI seemed to be choosing interstellar dominion a bit too often.

Changed files:
Ascension perks.

Uppdatering: 11 nov, 2021 @ 17:44

Increased common threat decay.

Included some of the performance fixes from the future 3.2 patch (namely removed any use of planet_resource_compare).

Changed files:
Buildings, colony_types compatibility related scripted_trigger files.

Uppdatering: 29 okt, 2021 @ 21:19

One more bugfix that initially was missed, there was a missing a line that controlled when machine empires were building city districts that sometimes cause them to be spammed.

Changed files:
Districts.

Uppdatering: 29 okt, 2021 @ 21:05

Implemented some of the changes by TrailedMachines that should make it easier to make compatibility patches (especially for planet and district mods).

Made the empires a bit more diverse (mercantile empires will in some cases invest into merchants. I am fully aware that merchants are really strong these days, but AI difficulty bonuses don't affect trade so they are much worse, that's why AI doesn't go trade-crazy by default). Also changed how often AIs picked crisis perk if there are other AIs with an active perk, now the situations where 3 AIs simultaneously decide to blow it up will not happen.

Changed tributary acceptance to be less increased because of the threat modifier, I think this was the cause of some reported issues with AIs being too keen on accepting subjugations.


Changed files:

Districts, Buildings, Edicts, traditions, ascension perks.

Uppdatering: 22 sep, 2021 @ 16:47

AI overprioritised sanctuaries. Also apparently default job weight of criminal drones was too small so AI wasn't employing them.

Changes:

Buildings, Pop jobs

Uppdatering: 16 sep, 2021 @ 4:31

Added a lot of fixes by Douglas Miller.

Changed files:

Buildings, technologies, species rights.
Most files got formatting fixes.

Uppdatering: 15 sep, 2021 @ 8:25

Changed it so that necrohiveminds don't start with population controls by default.


Changes:

Species rights.

Uppdatering: 15 sep, 2021 @ 2:44

Fixed a bug with harmony traditions being unselectable sometimes.

Changes:

Traditions.