Stellaris

Stellaris

Marauders in action
Ergebnisse 1–10 von 20
< 1  2 >
Update: 23. Sep. um 9:12

Update: 5. Mai um 15:08

Update: 30. Dez. 2024 um 13:53

further small tunes for expansion/attacks

Update: 25. Dez. 2024 um 11:16

- 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. Dez. 2024 um 0:57

- turn off debug messages by default

Update: 16. Dez. 2024 um 8:44

- 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. Dez. 2024 um 13:36

- 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. Dez. 2024 um 14:02

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

Update: 11. Dez. 2024 um 9:22

- 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. Dez. 2024 um 23:05

- enable starbase upgrades
- less aggressive expansion