Stellaris
~ StarNet AI
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Güncelleme: 24 May 2021 @ 4:06

Added missing motes restriction on the stronghold upgrade, also made AI demolish fortresses only 1 at a time.

If a planet is suffering from massive unemployment in lategame i lifted all the district restrictions (better to build anything rather than sit at 4 unemployed pops). Fixed a typo in the resettlement event that kicks in when unemployment gets too high.

Changed files:
Buildings.

Güncelleme: 23 May 2021 @ 14:23

"Become the Crisis" AI in some conditions used to stop building ships, now they won't. Changed economy plans for become-the-crisis AIs and design of their destroyers.

Added a resettlement event written by Jorgen_CAB (feel free to check his mods at sp.zhabite.com/profiles/76561198030887902/myworkshopfiles/?appid=281990 ), it should help with lategame unemployed robots problem.

Güncelleme: 23 May 2021 @ 2:53

Reworked crime lord deal a bit (AI will use it much less often) and changed AI policies a bit (apparently AI wasn't using expansionist policy as often as it should have).

Changed files:

Decisions, Buildings, Policies.

Güncelleme: 22 May 2021 @ 13:05

Large patch. Found a lot of universally useful improvements while working with startech.

Building changes. Ascension perk change.

Güncelleme: 21 May 2021 @ 14:32

Reworked designations a bit to balance consumer_goods around 0 better. AI will now use 3 switching planets instead of 2, one for alloys -> consumer goods, the other in opposite direction and third one depending on the current income (if positive then in alloy direction, if negative in consgood direction). This will prevent possibility of the consumer economy temporarily crashing and will speed up the recovery from a crash. If you have no idea what I am talking about, it's ok, it's some internal AI management logic.

Changed files: colony_types.

Güncelleme: 21 May 2021 @ 8:47

While it was never reported or happened, I think rattling could have a bugged spawn in this mod.

Not anymore.

Country_types change.

Güncelleme: 21 May 2021 @ 8:07

Optimised policies a bit and made AI more likely to choose strategic resource techs (they seemed to be gatekeeped by them sometimes).

Policies, technologies changes.

Güncelleme: 20 May 2021 @ 19:22

Minor buildings changes (machine empires built too many drone storages)

Building change.

Güncelleme: 20 May 2021 @ 17:30

Disabled claiming during the first few years (AI isn't rushing anyone anyway, so the claims are a waste of influence. This might fix the scions being an idiot), increased job_weight of slaves.

Pop_job changes, AI_budget changes.

Güncelleme: 20 May 2021 @ 12:53

Removed extra mineral production from mining building.

Changes: Buildings.