Stellaris

Stellaris

[Outdated] Skalla's AI & Gameplay Overhaul - Stronger, better, less tedious!
 This topic has been pinned, so it's probably important
Skalla  [developer] 26 Apr, 2021 @ 9:08am
Suggestions
If you have any suggestions to improve the mod, feel free to post it here. I will consider anything proposed if it makes the game more enjoyable.
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Showing 1-6 of 6 comments
Drago Duval 26 Apr, 2021 @ 10:38am 
More of a compatibility suggestion, in your define files you should only add lines that you changed, because most of the lines in it are vanilla one.
Skalla  [developer] 26 Apr, 2021 @ 12:07pm 
Thank you for your suggestion. Most vanilla values have been removed, will clean up the rest in future updates.
Edit: Files have been cleaned up and engineered for maximum compatibility.
Last edited by Skalla; 11 May, 2021 @ 5:15am
JesterJinx 29 Apr, 2021 @ 6:38pm 
Is it possible to try to rebalance the weapon types used by AI factions? For instance, bring a "Carrier Heavy" AI type of fleet to the galaxy, or maybe even a "Massive Missiles". I feel that it would be fun to force players out of the boring "A little bit of everything" build that's everywhere..
Skalla  [developer] 30 Apr, 2021 @ 3:06am 
@JesterJinx It is, but it will take some time. I'll have to rework how weapon technologies work for the AI not to fall behind out of sheer bad luck. It's certainly on my list though.
Keves 12 May, 2021 @ 9:00am 
Could you apply the AI war minister pathing system for Marauder raider fleets?
In my game where that im playin with lads, they keep going in to systems where Leviathans reside, getting them selfs killed, even tho there is a safe route to the target available.
Skalla  [developer] 12 May, 2021 @ 9:42pm 
@Tēvs Marauders use the same system as the other AI. It's an issue with the AI not properly recognizing space-faring entities. It happens to the player too. If you send your fleet on a mission and have not restricted the system with the space terror, your fleet will fly into it and get itself killed. I have not found a fix for that yet, but I'm working on it.
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Showing 1-6 of 6 comments
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