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3.3 版本
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== AI == * AI can now create more specialized planets by switching place of buildings on two different planets with each other. * AI will no longer instantly buy ever single slave pop on the slave market. * AI will now prioritize its alloy expenditure in a more sensible way, focusing on ships then starbases modules/upgrades and only building defense platforms as a last resort. * AI bonus willingness to choose rare tech has been reduced from 400% to 50%, AI would often spend a very long time researching expensive rare tech in the early game if they had the chance. * AI is now much more likely to pick cheaper research options when all else equals. * AI will now take into account free jobs and items in the construction queue when setting its economic targets. * AI empires are now more likely to pick the mind over matter ascension perk when available. * AI empires are now much more likely to finish their ascension path. * AI empires that require food will no longer build bioreactors. * AI empires who are not using food will now delete agricultural districts if they happen to have one, for example when they conquer. * AI ethics such as militarist, spiritualist and materialist will now have an effect on the AI overall economical strategy where they will have additional focus on alloys, unity or science respectively. * AI fleets who are following a player fleet with "take point" will now merge with each other when they reach the player fleet. * AI fleets will now follow the player more closely with a follow command when they are in the same system. * AI is now much more likely to prioritize surveying a system if they know there is a colonizable planet there resulting in faster expansion. * AI rogue servitor empires will now build an organic sanctuary on each planet that has upgraded their capital building, and build additional ones on planets with high science or industrial output. * Overhauled AI weightings for picking techs so that it favors technologies that increase research speed instead of almost always researching weapons (faster research means better weapons in the long run). Also fixed various bugs with this, for example extremely low weightings on researching robotics. * AI can now balance how many pops it needs that produce amenities better (mostly relevant for Hiveminds, so they don’t put ALL their pops on amenity creating jobs). * AI will no longer destroy superfluous buildings and districts during a temporary occupation of a planet. * AI will now demolish superfluous districts, commonly obtained during conquest and purging the previous owners. * AI will now favor the trade policy which generates consumer goods over the default wealth creation policy. * AI will now favor researching techs unlocking the weapon type they favor (according to their personality). * AI will now make sure planets contain at least one free building slot if it has unemployed pops and it is unable to find any possible construction which contributes to the AI's economic plan. * AI will now only build defense platforms if they have maxed out their fleet cap. * AI will now only upgrade fleets if there would a substantial benefit (+30% fleet power determined by define SHIP_FLEET_POWER_UPGRADE_THRESHOLD ) * AI will now remember if they have fought against a crisis together with the player and continue following their fleets as long as the threat of the crisis remains. * AI will now spend more of its alloys on upgrading starbases when they have reached their fleet cap. * AI will now more reliably build habitats again. * Ai budget for alloys will now heavily favor building colony ships if we have claimed planets we want to colonize. * AI now understands how to evaluate energy grids and other buildings that apply modifiers to the planet (so now it can create specialized planets better). * Allied AI will now help its allies defend against the mid and late game crisis. * AI is now much more likely to prioritize surveying a system if they know there is a colonizable planet there resulting in faster expansion. * AI will now look at the individual unemployed pop when considering what job to create for it, solving various issues where jobs were created for pops who could not work them. * Fixed AI often aborting jump drive orders during windup. * Fixed Lithoid Tree of Life food building and destruction loop * Fixed a bug where the AI would sometimes try to replace one lost science ship with an excessively high number thereof. * Fixed an issue where AI can not build any buildings when negative on food and consumer goods at the same time. * Fixed an issue where AI would continuously upgrade buildings and create an excessive amount of jobs. * Fixed an issue where AI would incorrectly multiply the trade value generated by a building by the number of jobs provided by the building twice. * Fixed an issue where AI would only consider solving amenities issues with buildings if there was no unemployment. * Fixed an issue where AI would put too many pops working amenities jobs. * Fixed an issue where hive minds were unable to build the spawning pool. * Fixed an issue where repeatable tech were getting an extra chance to be research as if they were rare techs. * Fixed an issue where the AI did not colonize low habitability planets when there are no other options causing doomsday origin empires in particular to often experience a very swift end to their species. * Fixed an issue where the AI would not budget to use ship boost edicts. * Fixed an issue with AI budgeting preventing it from using terraforming gasses when it wanted to. * Fixed several issues where AI would get stuck and not build any modules or upgrade any starbases when there were open module slots which were unable to be filled according to the AI's starbase template. * Improved "Take Point" Follow behavior for fleets. * Improved AI construction ship behavior, construction ships will now prioritize tasks that are close to them and avoid going to another system that already has a construction ship in it. Heavily increased priority of building starbases in systems with planets. * Increased allowed budget for alloys on planet construction which prevented AI from building energy grids. * Life Seeded AIs now always want the World Shaper ascension perk. * Lithoid empires are now more liberal in spending minerals on their colony ships. * Reduces AI willingness to take a lot of planets with very low habitability. * Removed weighted random from AI construction as it now more correctly prioritizes which buildings to build. * The AI will now use minor artifact decisions with extra focus put on Arcane Deciphering. * Total overhaul for scripted AI tech selection. The important techs are now: extra research speed, extra resource production, resource producing buildings, ship types and starbase types. * Updated AI construction ship logic so that they will keep working around the system they have been sent to instead of going back and forth between the empire borders (which was a very inefficient way of building stations) * Updated AI tradition selection to align better with the current state of the game. * Adjusted AI tradition tree and ascension perk selection. * Nanite repair system will no longer be used by the auto designer when the empire does not have access to nanite income. * Fixed an issue where AI necroid empires didn't build chamber of elevation on their planets. * Fixed an issue where clone army origin species would not always build ancient clone vats on their new colonies when possible. * Fixed an issue where the AI were not allowed to build Gaia Seeders. * Fixed an issue where the AI would incorrectly evaluate the potential resources gained by constructing a building. * Fixed an issue where the AI would sometimes revert to obsolete fallback behavior when deciding what to build. * Trade value is now affected by difficulty bonus. This will make non hive mind empires more competitive on higher difficulty settings compared to hive mind AI empires.
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