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Slight improvement to how the GameDeltaTime is checked throughout the application. Repair the space station frigate fuel system marauders 2. You can also instruct your escorts to stay behind, without parking them (so they just sit around in space and you keep paying crew salaries), with 'H'. There's a Conversion Ratio when turning energy into ships; it starts out not very efficient (maybe 50% of the energy becomes ships), but every time a VG spawns new ships it becomes more efficient. In general this makes it WAY easier for players to quickly up the speed dramatically and then reduce it again. Under some circumstances the ship you are flying can be automatically repaired by mounting the driver periscope or docking it into the station.
Destroy this cannon from a distance using your ship before approaching and attempting to breach. This bonus is stacking penalized. Repair the space station frigate fuel system marauders pdf. This made some ships extremely tiny. The voice_group xml tag that specifies what voice is used for ships is now required. Slightly improved the efficiency/size of the effects asset bundle. Switching in bitshifting in place of some multiplication and division in order to get a bit of math speed boost in some areas. Otherwise this doesn't affect you.
When spores encounter spores from other Telium they can reproduce to spawn a new Telium. Repair the space station frigate fuel system marauders videos. At long last, your choice of colors in the profile menu actually means something! Surprisingly, the sound effects loading is taking twice as long as the loading of the graphical data right now (9. "Pride and Joy of the Central Empire, the largest ship in the galaxy with two turret sections. Arks are reusing the icons from Dire Hunter Guardians.
Here's tentatively the first half: Second half of save-file: So, looking at the save file, the ship is where the mission code puts it: it starts in Mimosa (the system connected to Kraz) and is planning to jump to Kraz, your best option is to take off and wait in Kraz for it to arrive. Spc. Kerry M. G. Danyluk Gave His All - KIA 15 April 2014. Fixed an issue where the game would try to autobuild energy collectors, engineers, or remains rebuilders even if their cap was hit, and then show errors to the player about it. This looks better, and also fixes an issue if you have more than 1 million where that would go off the top of the screen. The problem was that we were not converting back to gui-camera worldspace units after doing some calculations in screen units.
Prior to now, the testing has been done with a simulation of 12000 ships versus 100 ships in a +1. SAS Operatives (and the superior SAS Captains) roam the halls and many of them are equipped with the Bren Mk2 machine gun. Destroy them with your ship's gun from a safe distance before approaching. Adjusted Bastion Module: - Target painter resistance has been reduced from -95% to -50%. All of the icons for the new command stations and such are now in place, and the icons for command stations show larger than other icons on the planet. Golems are always auto-claimed despite them costing AIP, Golem Difficulty doesn't do anything yet (but it will next version! Marauders: How to Find the Fuel System on Spaceport. 2nd Locked Yellow Container - High-quality loot location. But now we're not using GameObjects anymore for the affected areas, so we can have a much more direct, simpler approach. As you might expect, this will hit GPUs a bit harder, although it shouldn't be too bad. As one might expect, you're going to find tougher-than-usual NPCs in this location.
The Road To DrawMeshInstanced. Fixed an issue with Infrastructure being spelled wrong. This is essentially the same as making the planets "closer together, " so to speak, in its effect on how you view the map. Fix a null reference exception in ShipToShipLines.
A small set of mercenaries are defined right now with no attempt for balance, just to illustrate the various options that exist. The wormhole names now show all the time by default (like they did pre-pivot), since that's pretty helpful data. Try to conserve stamina and be prepared to sprint to safety if you're in one of these open spaces. Prisoners roam the corridors freely and many of them have gotten their hands on equipment from long dead security officers. There is now a specific material that ships show when they are just remains, so that it's more obvious (from more than just their icon) that they are dead. Heavy Frigate | | Fandom. In addition to the general fixes, we also now have it listing the count of non-combatants under each category on the planet. Combat_visual_scale_divisor from 10 to 20 (This makes the position of units, and the size of their selection radius, all make sense visually. Weapon disruption resistance has been reduced from -99% to -50%. Locked Door #1: Maintenance - Near Security, the Maintenance tunnel has an area behind a locked door. The downside is that it can cause a sub-second delay in playback of voice clips, but given the nature of a voice clip that is both imperceptible and irrelevant. TimeSinceStartF should be the primary thing used now. This means that, unlike before, clicking into a planet with a ton going on doesn't cause a hitch in the game (it was previously pretty harsh of a hitch, enough that it would cause multiplayer to stutter badly as players shifted planets).
Human scouts and AI tachyon sentinels now have their graphics in place. Plasma Turrets could still be researched though they are not in the game. A ton of bugs have been fixed with the ships sidebar. We're not using variables in one method on this in order to shave the absolute maximum time off of them. Interestingly, while a Micro Jump Drive will not function while the Bastion module is active, the Micro Jump Field Generator of a Command Destroyer is not' blocked, and so Bastioned Marauders can still be booshed around. Added a new y_offset_of_ship_in_formation xml tag, which allows us to raise and lower ships from a squad as a group. And also in that same fashion, again if you have vision there, it shows a red row for the total of hostile strength on that planet that is NOT threat. You now can specify the interval for autosaves and the number of previous autosaves to keep. Previously, on the galaxy map it would take you into the planet view as soon as you clicked a planet, unless you held Alt. The Spaceport map is a static location found in raids, and contains four docking stations.
Visual, Audio, and Workflow Improvements. Currently supported: EnergyCollectors, RemainsRebuilders and Mark1 Engineers. Instead it stays in there until you press escape or right-click. 741 Music Part 1 Of 2. Note that we're not using it for any of those purposes yet, but the capability is now there -- and the first proof of concept is actually the planet under attack notices. We had some extra uv2 and color and so forth channels on about 510 of our meshes, and we've now removed those. We already did that before with the non-animated ships, but couldn't do it with the animated ones. Selecting a constructor unit (like the Space Dock or Starship Constructor) will automatically open the Build Tab on the sidebar. Pressing the "Switch to tech tab" button (T) now selects any science labs you have on the current planet (convenience! No matter how you cut it, doing LookRotation calls are expensive. Our middle-style "nebula sphere" type of backgrounds previously had a really bad problem with distortion on the starfields. Fix a few bugs involving the Dark Spire. Forcefield_visual_scale_divisor from 5 to 10 (Same deal, forcefields will look the wrong size if this isn't adjusted).
Thanks to elcommendante for suggesting. Rate of fire bonus for the bastion module which results in twice the DPS when in bastion. The visuals for the colony ship are now in place. Also some may do other fancier things later (like the warden fleet distractor). We've now split these out so that the stars themselves are in a separate cubemap which is the larger size, and then the nebula parts are able to be a quarter of the size (half the side length) without any drop in quality. They're also now properly spherical rather than being an inset rectangle. Discovered that the deferred rendering path draws cleaner text, so switched to using that for the gui camera only. The construction order voice responses are now controlled properly by the voice volume and mute controls. There are a variety of places throughout the code where we were incorrectly returning entites from the wrong faction, or ones that were under construction or remains, and that had all sorts of bad effects. Thanks to Badger for suggesting. The idea with this one is that you have to destroy a certain amount of enemy structures in order to get these points.