Stellaris

Stellaris

Marauders in action
Showing 1-10 of 19 entries
< 1  2 >
Update: 5 May @ 3:08pm

Update: 30 Dec, 2024 @ 1:53pm

further small tunes for expansion/attacks

Update: 25 Dec, 2024 @ 11:16am

- rework expansion formulas to better count empire size factor, now chances to build new starbase or attack neighbors have penalties from total amount of systems owned.
- rework calculations to choose system for new base based on amount of miners there and attractiveness
- update logic to occupy an useless system if it provides ways to expand further

Update: 18 Dec, 2024 @ 12:57am

- turn off debug messages by default

Update: 16 Dec, 2024 @ 8:44am

- better align ship specific designs with totem critters features and don't use components marauders have no techs for.
- add new techs for marauders when they adapt to nearby creatures, so related weapons/utilities may occur in new ships
- beta: try to get techs when a marauder fleet defeats enemy fleet/starbase

Update: 13 Dec, 2024 @ 1:36pm

- consider game difficulty level while calculating marauders basic power, so they are lazier on lower difficulty and more active otherwise
- fix defense station limit which is 5 for marauder starbase

Update: 12 Dec, 2024 @ 2:02pm

- better decisions about what system to attack
- a bit longer cooldown between actions
- may attack other marauder - consider as beta

Update: 11 Dec, 2024 @ 9:22am

- fix calculations for neighbor attacks
- compare fleet powers to choose the right one
- give up on starbase modification as they are destroyed sometimes upon game load, use always the vanilla design
- add defense stations to starbases instead
- other minor fixes

Update: 8 Dec, 2024 @ 11:05pm

- enable starbase upgrades
- less aggressive expansion

Update: 7 Dec, 2024 @ 1:00pm

- add Cloud as another worship creature
- disable new designs for starbases, more testing is required