Stellaris

Stellaris

StarTech AI
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Update: 25 May, 2021 @ 8:42am

Added missing weight to small X-ray laser.

While it's not too relevant, but with some unlucky tech draw this missing weight change could have caused an AI to avoid stop building any military ships for a while.

Component changes.

Update: 25 May, 2021 @ 7:15am

Changed shipdesign somewhat, AI should refit properly against the crisis and refit back once the crisis is dealt with, also from now on AI will sometimes use carriers when it makes sense.

Changes
Component templates, Ship sections, Technologies, Buildings.

Update: 24 May, 2021 @ 9:17pm

Increased priority of enigmatic encoders and decoders, fixed a problem where stronghold restriction erroneously was applied to players.

Changed files:
Components, buildings.

Update: 24 May, 2021 @ 2:22pm

There exist a weird hard-to-replicate bug when in lategame AI will stop following my plans (I observed it on a few savegames, but still no idea why does it happen).

The best workaround I thought of was to have a fallback plan with low weight that will activate once AI stops following them, usually with some on/off switches this caused AI to start following them again.

Before today I was using vanilla plan as my fallback, now there will be a 2-step fallback process instead, at first stage if the bug occurs and AI stops following my main plan it will start following relatively simple plan that still has large alloys/research requirements that will cause AI to still be working properly and only if the bug occurs again it will fallback to vanilla.

Changed files:
Economic plans

Update: 24 May, 2021 @ 11:19am

Relaxed upgrade restrictions in cases where is unemployment, should help people who lower the pop slider.

Added a mechanism that will restrict some destructive measures to being applies only 3 planets at a time, not using it much yet, but maybe in the future.

Changes:
Buildings.

Update: 24 May, 2021 @ 4:06am

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.

Update: 23 May, 2021 @ 2:28pm

"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 steamhost.cn/steamcommunity_com/profiles/76561198030887902/myworkshopfiles/?appid=281990 ), it should help with lategame unemployed robots problem.

Update: 23 May, 2021 @ 2:53am

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.

Update: 22 May, 2021 @ 10:09am

Mod release.