This saves 300MB of RAM, disk space, and also lowers the VRAM requirements and makes rendering faster. If the Mercenary Flagship units all have 900 strength then this will summon 1 + 3 (we round up when calculating how many units for the strength) = 4 flagships. Developer: Small Impact Games. Science Labs also tell you how much science is left in their descriptions.
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Writing to the DebugText on a ship now causes that to show up on the tooltip for that ship. Every so often a new MarauderOutpost will be added, and existing MarauderOutposts will upgrade themselves to make stronger units. Now it actually always zooms out. — In-game description. You can give a ship to a friend in Marauders by entering into a Raid, dropping them your Captain's Card, and letting them exit the Raid. Repair the space station frigate fuel system marauders part. This was even an order of magnitude more complex than the indirection and queuing removal. Because of some changes in the overlay camera hierarchy a while ago, the "You lose text" now shows above the GUI, which is what we've desired for a while. On the wormholes, if you look into them, you'll see a distorted view of actual images from the ESA/Hubble, used with attribution. Soo... we found yet some more cases where the forcefields could improper occlude the ship icon sprites, even with all the changes we made yesterday to fix that up. The entire sim loop, multithreading and all, has been moved to the open-source external ai war 2 code. Golems are always auto-claimed despite them costing AIP, Golem Difficulty doesn't do anything yet (but it will next version! Scouts have a much higher movespeed than anything in the game, so the approximation for lerping squad movement was much higher than anything else.
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There was a lot of aliasing and blurriness earlier in this release because of our switch to the deferred camera type on the gui camera, which for some reason was affecting the unity LineRenderer lines on a whole other camera. In the newly-shorter top bar, the first item is now a map icon and the name of the planet you are currently at. The mip weights on the bloom have been adjusted so that things aren't so foggy so far from bloom sources. That led to all sorts of fun, and basically bricked the game. United Allies are fixing their Frigate at L1812 Service Space Station. Repair the space station frigate fuel system marauders wiki. Depots are defined entirely in XML so it's easy to add new ones or change their balance. Go down the stairs till you see a long passage leading to a door significant Depot.
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Thus you can easily see the names, still, but they aren't cluttering up your view all the time (and making the gravity well feel smaller in the process). Them not being able to see the code was a big barrier before. Friendly-To-AI marauders will not colonize AI planets, because that would be OP. Repair the space station frigate fuel system marauders. However, because it blocks all remote assistance, it forces the Marauder to stand and fight alone. The visuals, icons, and scales for engineers, rebuilders, and human cryogenic pods are all now in place.
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There's also a Debug flag which seeds a ton of golems including some right next to you; this is for test purposes only. Patrol nearby friendly planets (they will detect attacks on nearby planets and go help). You won't get much in the way of useful materials, but it is a viable strategy to getting a little bit of money or materials if you're truly out of money. On a hunch, we decided to remove z-writing from the forcefields, but keep z-testing. For things like map generation which have obvious visual patterns, we're still using MersenneTwister. You don't need any special hardware. This was something that a player named narb79 asked about earlier this month, and we said no that wasn't possible (to customize per player). Heavy Frigate | | Fandom. It's an ugly mess in terms of how much screen space it takes up, but it gets the job done! When you are hovering over the wormhole -- which requires you to be holding ctrl down, incidentally, so that you can send either the camea or units through it -- then it glows at a much brighter temperature. As one might expect, you're going to find tougher-than-usual NPCs in this location. 2: - There's a lot to love there, and we were able to convert most of our shaders over to that with some elbow grease, but there were some dealbreakers in the end. Added the Advanced Factory and Advanced Starship Constructor back in, with AIWC-like mechanics.
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The amount of space used in RAM is identical, since we always decompress on load, anyway. We also noticed that there is quite some interest in terms of a development roadmap; while we would like to offer something like this in the future, the game is still too early in development and things change on a daily basis, as the development of the game continues further. In the game setup screen on the galaxy map, it no longer shows the colors of any factions other than player planet names (since in games with a lot of factions that actually gives away info). Fix some bugs with Marauders, where outposts weren't upgrading properly. Marauder's 'Astro Mechanic' contract: How to complete it. When scrapping an item, the scrapping window should stay on screen to allow the player to scrap multiple items in a quick succession - the materials obtained should just be added into the already opened window. Ships can fly around within the limits of the area surrounding the Raid Location.
Repair The Space Station Frigate Fuel System Marauders
They are hostile to humans and AI alike, but not very intelligent. The escape/settings menu, and its related sub-menus (all of these are going to be replaced, incidentally) now show up in the center of the screen. Fixed an issue we didn't even know we had where, on the galaxy map, it was constantly trying to create and kill ship vis layer objects. The MeshRenderers were something we had to disable and enable in order to turn on and off the shots, and we had to set the values on the MRs and MeshFilters to match new shots as we pooled them. Marauders: How to Find the Fuel System on Spaceport. The four Marauders are: The base hit points of marauders are increased compared to their T1 counterparts but not as much as the corresponding navy faction ships. Each Dyson Sphere now has a max Strength Allowed based on the current AIP; the higher the AIP the stronger the Dyson can get. This is the only exit from a raid you can use to leave with your own ship – if you extract from the raid zone via another exit or using escape pods you will lose your ship. Distance_scale_gravwell_radius 13000 to 26000 (This makes the sim-level grav well twice as large, but if you just change this then visually things will draw very wrong. For PvE purposes, they only matched the damage of pirate Battleships, without the mobility of a Machariel or a Nightmare, leaving them unsuited for mission blitzing. Don't allow an Ion cannon to appear on the planet where the Nanocaust spawn, since it can just one shot nanocaust ships.
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If you're looking for the manifest from the admin office, it's right after the door on the table. This gives us room to put in messages about starving metal and the metal flows, etc, but also keeps it really emphasized that this is the main resource. Work has also been done to prep this for an actual interface for viewing and editing keybinds in game. Search list to find crews. When you lose, the game plays the defeat track, then also goes back to the regular in-game rotation. FromThreadToCaller_IHaveStarted is removed as unneeded. Overall it was a good experiment and something to try for sure, but for our purposes we just need to start using DrawMeshInstanced like we've been talking about doing for 2+ years now. Added keybind "Attack Move" (default X). To all those backers who signed up for it.
The Locus will transform into a full Vengeance Generator in 5 minutes. Our most recent, and best-lookg style of space backgrounds, which are based on traditional skyboxes, were absolutely HUGE, taking up more than 450mb on disk, and in RAM. It's worth noting that in a lot of places the faction parameter is absolutely redundant and should just be passed as null, since the collection is already "entities of a faction. " Security #2 - Another control room type area can be found near Kitchen. The default game volume is now quieter in the hope of not deafening new players. The scrollbars on all the sidebars are now 16 wide instead of 20, making them seem more sleek and like a typical OS. If we ever have shots that are curving around a bunch or retargeting frequently, then we can easily override this distance limiter for their specific cases. So that accelerated the pace of us replacing it, using an adapted shader originally by Oranged Keys. Some microphones are encountering issues. These objects are no longer persisted between savegames, therefore, and there's a unique one for each faction instance within one savegame.
The first half of the new tracks for the AI War 2 soundtrack are now in place: Abandoned Ship, Absolute Zero, Bouncing Lights, Event Horizon, Light Year, and Supercluster. Same also for on the galaxy map when you're viewing colors of unit counts on planets. Storerooms: The various segments of the outer ring are connected with small storerooms, mostly located below the docking bays. We don't see any evidence of it in the profiler now, anyway, and we were in the past.
This issue wasn't new, definitely, but how exactly this wasn't happening before isn't clear. Sensor strength increased by 8. There are a lot more Arcen-based header menus in unity now for us to speed up repetitive tasks. As for instructing escorts to stay behind, yes, I've done that sometimes.
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