ENDLESS™ Space 2

ENDLESS™ Space 2

ENFER Reloaded
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Update: 20 Jun, 2024 @ 3:43pm

Fixes:

- Fixed a problem related to the new fleets allocator, that the AI would not destroy unused fleet building tasks.

Improvements:

- AI will not try to complete a fleet using a maximum CP fleet.

- AI will wait for manpower restock if the manpower is below 50% capacity before sending an invader fleet.

- AI will wait in the closest safe system with the invader fleets while not assisting.

Update: 18 Jun, 2024 @ 1:39am

Fixes:

- The generator to remove enemy outposts with an exploration ship will now check if outpost is visible for AI player.

- AI will not try to merge on a node running a combat.

Improvements:

- AI will occasionally merge military fleets orbiting the same system, specially useful early game where they love to stack small fleets attacking a system.

- AI now is able to do a reverse merge, useful when the fleet to merge has a hero, so the hero is not left alone in the merge process (heroes cannot merge into, only from).

- Reworked as Exploration ship building regulator, towards 3 exporation ships max, and special calcs on Nakalim, based on colonies and missions to collect relics.

- Queue Technology for invade also target the technology with small support hull upgrades.

- AI will be a bit more aggressive deciding when to finally invade in a system siegue, specially against minor factions and pirates.

- AI will not assign their hero in colonizers, explorer ships and other special fleets, if there's any military fleet available, even if not assignable at that time.

Update: 14 Jun, 2024 @ 6:06am

Fixes:

- Handled an error with hacking related to a minor faction system conquered mid-turn.

- Assist invasion mission will check for manpower requisites in mission task generation.

- The mission to send a fleet with a hero to isander's gambit competitive couldn't allocate the fleet.

- Fixed Invade system from ally ping, and Invade system for Quest that couldn't be executed if target was out of the empire attack zones.

- Fixed the mission for spare invader fleets that could not fit any fleet.

Improvements:

- Added an analysis job that runs at the beginning of the turn, that will compute best fleet allocations based on turns to target, fitness and interest, that will unassign fleets that can run a better mission.

- Greatly enhanced and fixed the fleet allocation system, now will handle all mission types properly, also will score the allocation based on turns to target, fitness and mission interest.

- Nakalim relic collectors cannot be unassigned while collecting relics.

- Successive attack system missions will have progressively less interest than the first.

- Complete taskforce missions will also have boosted interest from the front of the fleet to complete.

- Better return to base mission that handles any fleet without mission, now guards in a safe node near if there's no safe node at the empire, also guards if cannot disband at hangar.

- Assist ally defense and Invade system for ally by ping, and Invade system for quest all will have lowered interest for distant targets.

Update: 4 Jun, 2024 @ 10:37am

Fixes:

- Fixes on ship allocation, didn't check for modules cost, only hull cost. Adjustments on ship interest to keep those ships coming.

- Fix on resource stock allocation, does not sustract ongoing resources if they are instant.

- Fix on constructibles analysis adding old replaced planet improvements.

- Fix on generator responsible to keep ongoing queued ships.

- Fix so Cravers are able to queue signal seeker quest unique (restricted to home systems).

Improvements:

- Population and growth generators are now longer disabled if population exceeds 75% of max possible population at that time.

- Now AI will be able to queue a second ship right after the first with a reduced interest, instead of being forced to do something else.

- Trade company HQ and subsidiaries have greatly increased queuing interest, so AI gets them running sooner.

- Reworked planet improvement queue up, now AI is able to queue them in several planets at a time, but also will swap planet improvements much less frequently.

- Improved industry building motivator, now checks on average cost of ships to build, and also doesn't check for growth/approval buildings if not relevant.

Update: 30 May, 2024 @ 8:48am

Fixes:

- Fixed that a mission from minor factions (usually guard at home system) were targeting at major factions.

- Fixed an issue where an AI fleet could get locked for a while after merging.

- Fixed an instance where AI invader support fleets would try to help in the siege of an outpost and later fail the mission (shouldn't support outpost harass).

- Fixed generator to queue temples to the lost for Nakalim, that could end up not building those temples.

- Fixed an issue of an instance when AI lose their best system for hacking, would try a lot of not valid hacking operations.

- Fixed a small error that could led to infinite need for approval when ownership is exactly zero (just conquered).

- Aded a few missing extra gains to laws.

Enhancements:

- Reinstated the fleet mission to return to base, only catching up fleets who lost their mission or got cancelled.

- Blocked hacking analysis if Hacking is not present in the game (penumbra/hacking disabled or not owned).

- New generator to gauge empire essence need for Vodyani, used in essence-based law interest.

- Tweaks in laws that get interest from resources, now an active law gets a boosts countering the possibly less need due to the same law.

- Some tweaks in allocator process, now AI will slot out laws if the interest is very very low.

Update: 26 May, 2024 @ 3:43pm

Huge law rework:

- Fixed and improved massively the law allocation process.

- Injected lots of resource gains for laws, so the generators are able to handle more laws using gains.

- Custom law interest calculations now checks for both normal and republic laws. Improved and updated the motivation calculation.

- Added a generator to adjust approval interest upon the addition or removal of an approval-based law.

- New generator to calculate the motivation of all the ship damage/health and movement laws.

Other:

- Tweaks on approval motivation calculations on empire and system levels, and in over-colonization motivation, gets a bit of base interest the moment goes below 85.

- The target dust wanted for dust motivation, now scales with population and slightly with dust inflation, instead of a flat 100 dust.

- Workaround to check if hacking/penumbra is enabled before AI tries to launch hacking operations internally.

Update: 19 May, 2024 @ 12:47pm

Excluded pattern with 1 CP for fitness reduction when more CP than asked pattern (to avoid Vaulters' Argosy 3CP issues, and possible modded scout ships with more CP).

Fixed a pathing issue when next node is not visible, AI fleet may not be able to move through the link.

Fixed an instance with "move to safe system" behavior where AI could end up endlessly "playing".

Update: 17 May, 2024 @ 12:05pm

- Fixed hero allocator to properly avoid injured heroes as available resources, blocking proper hero management.

- Tweaks in fitness computation: slight decrease if pattern is larger than asked pattern (fleet size), slight increase if hero is present and is asked for a taskforce.

- Sync of property 'IsAlreadyBoughtOut' from snapshot to resource allocation, so AI can queue more items on systems in same turn when bought out.

- Interest in colonization techs now is dynamic, depending on the percent of planets that the tech would unlock compared to colonized planets, from 45% to 65% instead of a flat 50%.

- Fixed a false negative of the behavior condition "Can Invade" when there's an Enemy Ark with the meditation module.

- Reduced impact on Holy Proliferation from expansion need so AI uses it a bit more often.

Update: 15 May, 2024 @ 9:16am

- Fixed an error I introduced that may lead to AI getting stuck choosing ground battle strategy.

- Fixed small error of trying to find a path when waiting for fleet checks, when target node has closed borders.

Update: 13 May, 2024 @ 10:34am

- AI Ground battle interest now evaluates Preemptive Bombing, Scour, Rally, Rise Up, and Academy Strategies, covering all existing in vanilla, also evaluates possible unknown strategies.

- Added missing hacking outcome evaluations for all academy-related and some pirate outcomes, covering all major empire outcomes.

- Swarm missiles added to the list of weapons that cannot be slotted into behemoths, carriers and medium ships heavy mounts.

- AI scout slotting priority for Nakalim is will prioritize a second engine over a second probe module for the third support slot.

- Improved produce a fleet generator: now gets next best ship design when may not be able build the first option (IE lack of strategics), also randomness of options improved.