Stellaris
Marauders in action
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Mis à jour le : 23 sept. à 9h12

Mis à jour le : 5 mai à 15h08

Mis à jour le : 30 déc. 2024 à 13h53

further small tunes for expansion/attacks

Mis à jour le : 25 déc. 2024 à 11h16

- 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

Mis à jour le : 18 déc. 2024 à 0h57

- turn off debug messages by default

Mis à jour le : 16 déc. 2024 à 8h44

- 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

Mis à jour le : 13 déc. 2024 à 13h36

- 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

Mis à jour le : 12 déc. 2024 à 14h02

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

Mis à jour le : 11 déc. 2024 à 9h22

- 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

Mis à jour le : 8 déc. 2024 à 23h05

- enable starbase upgrades
- less aggressive expansion