Stellaris

Stellaris

Marauders in action
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Update: 23 sep om 9:12
door Gogabor

Update: 5 mei om 15:08
door Gogabor

Update: 30 dec 2024 om 13:53
door Gogabor

further small tunes for expansion/attacks

Update: 25 dec 2024 om 11:16
door 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

Update: 18 dec 2024 om 0:57
door Gogabor

- turn off debug messages by default

Update: 16 dec 2024 om 8:44
door 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

Update: 13 dec 2024 om 13:36
door 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

Update: 12 dec 2024 om 14:02
door Gogabor

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

Update: 11 dec 2024 om 9:22
door 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

Update: 8 dec 2024 om 23:05
door Gogabor

- enable starbase upgrades
- less aggressive expansion