Stellaris

Stellaris

Marauders in action
Viser 1–10 av 20 bidrag
< 1  2 >
Oppdatering: 23. sep. @ 9.12

Oppdatering: 5. mai @ 15.08

Oppdatering: 30. des. 2024 @ 13.53

further small tunes for expansion/attacks

Oppdatering: 25. des. 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

Oppdatering: 18. des. 2024 @ 0.57

- turn off debug messages by default

Oppdatering: 16. des. 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

Oppdatering: 13. des. 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

Oppdatering: 12. des. 2024 @ 14.02

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

Oppdatering: 11. des. 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

Oppdatering: 8. des. 2024 @ 23.05

- enable starbase upgrades
- less aggressive expansion