ENDLESS™ Space 2

ENDLESS™ Space 2

ENFER Reloaded
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Update: 25 Jun @ 2:41am

Removed the ability to queue and place Rip Singularities for AI Riftborn: They are not able to handle replay battles, ending up in game hang, and I cannot do anything about it on the AI DLL.

Update: 21 Mar @ 11:38am

Improvements:

- Leeching systems generators have parent empire: essence, also the farther are from the empire colonies, get a bit less motivation.

- Improvements on behemoth mining and thier outfitting: they will evaluate if they want one or more mining modules (usually AI with trait resource recoverers (hissho) will want more), and will equip an engine if so.

- Improvements to complete combat fleets, so the wanted ships are properly evaluated plus safeguards to avoid trying to complete with a ship that could not merge into the fleet.

- New generator to guide terraformation: AI keeps some hot-sterile planets under certain conditions, Sophons likes to keep cold planets, Unfallen loves forests, and Hissho doesn't like to terraform their sterile planets. General interest when fertile will be the outcome.

- Queue tech for movement for the behemoth generators, more interest and special boost to Hissho affinity.

Fixes:

- Fixes with terraformation so AI can only queue one per planet.

- Fix so AI cannot replace a temple or a fealty center with a resource planet improvement (IE Slag and Sludge Center).

- Fixes on the Fealty center generator, was overwriting other planet improvements and not targeting the proper planet.

- Fixes on industry and stock allocation, so very low interest items are no longer queued, and stock doesn't evaluate tasks denied by other allocators.

- Fixes on behemoth mining, so doesn't get caught to return to base between orders, and properly check if can mine the target, and have probes.

- Small fix in Diplomacy so if AI doesn't have best enemy warring state and solve war state don't throw errors.

- Small tweak so AI will be less likely to spam carriers under certain conditions.

Update: 16 Mar @ 11:14am

- AI will now use both motivations to build fleets, either having a proper force, or war motivation, and use the highest (before war > if not, then proper force).

- Adjustments to what AI considers a Hard/Light war (the difference margin was extremely small).

- AI now will be able to create fleets from system hangars for special fleets (leechers/invasion) with more than 50% instead of 100% of the optimal ship quantity.

- Fix so AI will be able to search more types of quest curiosities.

- Fix on one of the back/forth conditions for going to war/solve a war (thanks Fearsunn for pointing it out).

- Fix on fleets allocation to not try to pop out a fleet from hangar and then disbanding because didn't have the conditions on reclaim arks and completing fleets.

Update: 14 Mar @ 9:55am

Improvements:

- Now AI will attack first with their most powerful fleet in a node.

- AI now will be able to propose Map sharing, Vision Sharing and Tech Trading (thanks Fearsunn for actually making these generators!).

- Adjustments for Hatched at home Hissho law motivation, less interest based also on number of colonies.

- Hissho will stop cleaning systems from Sleepers on low Keii/negative Keii per turn.

- Hissho will now be able to use all Observances (not only the dust one), and proper motivation calculation.

- Hissho Keii items allocation now based on resulting Keii if approved, much more restrictive spending Keii overall.

- Keii action to create a colony from an outpost with more fine-tuned motivation if theres an enemy outpost, is over colonization threshold, or the outpost is already at the minimum Keii cost.

- Fine-tuned essense motivation on Vodyani, cheking on their context (nearby colonizable systems, roaming arks, etc). More Ark-related generators now are tied directly to essence motivation.

- Reworked Vodyani's Holy Proliferation, so AI is more likely to use it when too much essence generation or colonization issues.

- Improved Ark behavior, they now are able to attack, and more fluidity.

- Modified the growth motivation formula so gets a tiny bit less decreasing interest when food is plenty. Added Vodyani affinity special calculation, that increases the motivation per number of planets.

- Better check of potential colonies for Vodyani for motivation to unlock colonization by tech.

- A bit less motivation for Hissho and Resource Recoverers faction trait, regarding expansion through colonization.

Fixes:

- Fixed AI being able to attack invisible fleets without enough detection level in some instances.

- Fixed general attack behavior that had some instances of AI attacking/not attacking without reason.

- Fixed the ability of Hissho of using kamizaze.

- Fixed AI placing detection probes first instead of attacking.

- Fixed that outposts had an abnormal defense priority.

- Fealty Centers are not longer dual-motivated by generic build improvements and the specific for Fealty Centers generator.

- AI will not try and fail to buyout a pirate mark if they have the "Pirate Slayers" trait.

- Fixed colonizers and scouts overwriting the task to produce juggernauts.

- Some fixes on outpost food provider handling (not trying to provide outposts when full).

- Fixes on AI diplomacy state transitions so doesn't enter in loops. (Thanks Fearsunn for noticing!).

- Fix for "Ally needs help", now checks If they at at war with target (thanks to Fearsunn).

- Fix so AI records gifts and demands properly (thanks to Fearsunn).

- Fixed evaluation for growth in FIDS malus from diplomacy.

- Fixed Arks going crazy when two or more arks were unattached.

- Fixed Vodyani thinking systems with outposts are colonizable.

- Many fixes so the action of reclaiming Arks is properly handled and executed.

- Fixed some instances of AI not being able to colonize because analysis of node distances didn't get refreshed.

Update: 6 Mar @ 11:23am

- Riftborn can now build and manage all singularities (previously only starting ones).

- Better singularity allocation and building.

- Generator to give Riftborn motivation on techs with new singularities.

- Better use of fabricated forces (stays put a few turns).

- Small improvement on hacking allocation, now check real bandwidth cost with modifications.

- Fixed and massively improved AI spaceport use/population migration between their systems.

- Better motivation for unlocking planets through techs, instead of expansion need now the parent is develop systems, motivation also depends on percentage of filled planets. More motivation to Imperious personalities and Vodyani affinity.

Update: 28 Feb @ 10:27am

- Now AI will not spend all their resources for Academy role competitions, the action will only happen once per turn (was triggered every AI cycle that could be 6-40 times per turn), now is usually percent based: a small amount every turn (5-10% or resource) and a big one in last turn (20-40%).

- Now AI doesn't retrofit entire fleets, but invidial ships, AI will update their fleet much more often.

- Changed evaluation on of improvement bouyout, now also takes into account the turns saved if bought.

- Boosted motivation of buy resources on market if the quantity is really low.

- Adjusted buy hero on market to evaluate if has too many/little heroe count for game turn, also holds if more heroes than colonies (usually being conquered).

- Boost to science need in general, now the more techs the AI has, higher the motivation.

- New generator to evaluate techs with terraformation enabling.

- 50% more motivation for tech with Curiosity detection power/improvement.

- Now AI will have much more motivation in the free move upgrade tech holder if has fleets free-moving.

- Fixed the endless anomaly reduction bug the proper way (more compatibility with mods).

Update: 22 Feb @ 5:27pm

Special thanks to FearSunn, that helped a lot with discovering and addressing the first two fixes.

- Fix on AI logging blockades properly for diplomacy assessments.

- Fix for AI that couldn't invade if there's a quest fleet in the system that cannot be attacked.

- Now internal retrofit cost evaluations also take into consideration any retrofit cost reduction.

- Fix to AI doesn't try an fail to flip ownership of Academy systems (and any immune to conversion empire for that matter) under their influence bubble.

- Fix so AI doesn't queue anomaly reductions over and over on already reduced anomalies.

- New generator to get motivation for buildings with trade income modifiers (specially with Solar Security Operations Base in mind, that doesn't have any other thing to evaluate).

Update: 2 Jul, 2024 @ 8:13am

Fixes:

- Fixed several issues regarding colonization, hacking and attack system missions regarding Umbral Choir sanctuaries and colonies in the same system.

- Fixed Detect colony mission trying to get ships without invisibility detection.

- Fixed research need not having a technology cost reference on game load.

Improvements:

- Boosted research need based on number of technologies.

- Boosted laws and technology queue based on resources, the impact on having several items on the same element is diminished.

Update: 28 Jun, 2024 @ 8:45am

Fixes:

- Fix in pathing not seting previous node when leaving orbit.

- Fixed Return to Safe System and Guard with hero behaviors, that could end up stuck.

- AI Invader fleets will not cancel the mission when arriving/at the target.

Improvements:

- Less ships boost in system queue allocation (not needed as much after testing). Slight adjustment (lower) impact the more the item costs.

Update: 24 Jun, 2024 @ 12:40pm

Fixes:

- Fixed empire manpower need, gave a false positive when empire manpower was full.

- Fixed invader spare fleet mission that would move back the invader fleet into extreme safety on game load. Also fix on calculating the nearest safe node that sometimes could fail.

- Fixed some instances that AI could try to harass a non-war minor faction (minors can only be invaded on war state).

Improvements:

- AI will value their defensive missions much better (and higher overall), placing more interest if the enemy is at war with them, and on strategic places like borders and choke points.

- New generator so Riftborn may use fabricated forces to create manpower when is on really low manpower.

- Better reference to check if an invader fleet mission needs to be canceled.