Stellaris
Marauders in action
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Обновление: 23 септ. в 9:12
от Gogabor

Обновление: 5 май в 15:08
от Gogabor

Обновление: 30 дек. 2024 в 13:53
от Gogabor

further small tunes for expansion/attacks

Обновление: 25 дек. 2024 в 11:16
от Gogabor

- 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

Обновление: 18 дек. 2024 в 0:57
от Gogabor

- turn off debug messages by default

Обновление: 16 дек. 2024 в 8:44
от Gogabor

- 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

Обновление: 13 дек. 2024 в 13:36
от Gogabor

- 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

Обновление: 12 дек. 2024 в 14:02
от Gogabor

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

Обновление: 11 дек. 2024 в 9:22
от Gogabor

- 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

Обновление: 8 дек. 2024 в 23:05
от Gogabor

- enable starbase upgrades
- less aggressive expansion