Stellaris

Stellaris

Cargo Ships and Foreign Trade [DISCONTINUED, CHECK DESCRIPTION]
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Update: 1 Oct, 2019 @ 10:20pm

Bugfix on expired cargo fleets with a full cargo size not being counted as a valid fleet for the Bolster/Renew Cargo Fleet decision.

Update: 1 Oct, 2019 @ 9:51pm

Some minor error fixes.

Update: 25 Sep, 2019 @ 12:35am

Removed some debugging stuff that shouldn't be in the release version.

Update: 24 Sep, 2019 @ 11:43pm

Cargo fleets are now back to being construction ships BUT the AI should now try to use idle cargo ships for trading or delete them if certain fleet flags are somehow not present. This should fix an issue with the ship appearance on empire select/creation of all shipsets being seen as cargo ships.

Update: 23 Sep, 2019 @ 2:49pm

NOTE: This update is best played in a new game. If you are committed to your old save using this mod, then expect the AI to act weird with cargo ships.

-Cargo ships are now considered as science ships that cannot have leaders (old cargo ships may not be affected by this so old saves can exploit this). Cargo ships that have a leader, army, or are AI-controlled and aren't trying to orbit a planet will be deleted.

Update: 23 Sep, 2019 @ 2:28pm

Update caused issues with regular transports so reverting back.

Update: 23 Sep, 2019 @ 1:37pm

-Some more AI fixes done.
-Old save-compatible events are now working correctly.
-Cargo Ships are now considered as transports for the sake of the AI not using them to construct things and then do nothing with them after. Old saves with AI cargo ships not trying to orbit a planet will be disbanded.

Update: 23 Sep, 2019 @ 11:45am

Some quick error fixes.

Update: 22 Sep, 2019 @ 6:17pm

-Some minor AI fixes done.
-The Colonial Centralization tech now correctly shows that it'll unlock the potential for cargo ships instead of Offworld Trading Companies.
-When selecting the cargo fleet in the Check Cargo Ships and Trade Routes edict, you will also know if that cargo fleet is expired and needs to be renewed.
-The AI will now only need to pay 500 energy and 1000 minerals for trade route decisions BUT will have their cargo ships have energy and consumer goods maintenance because the vanilla AI is THAT bad and I don't want to deviate too far outside the scope of this mod.

Update: 16 Sep, 2019 @ 11:13am

-Some more small AI changes
-Fixed some stuff that wasn't integrated with the "1 cargo ship fleet" system, which screwed with cargo size and opinion modifiers.