Stellaris
Marauders in action
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Aggiornamento: 23 set, 9:12

Aggiornamento: 5 mag, 15:08

Aggiornamento: 30 dic 2024, 13:53

further small tunes for expansion/attacks

Aggiornamento: 25 dic 2024, 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

Aggiornamento: 18 dic 2024, 0:57

- turn off debug messages by default

Aggiornamento: 16 dic 2024, 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

Aggiornamento: 13 dic 2024, 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

Aggiornamento: 12 dic 2024, 14:02

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

Aggiornamento: 11 dic 2024, 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

Aggiornamento: 8 dic 2024, 23:05

- enable starbase upgrades
- less aggressive expansion