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  • The dual-screen support of Unity 3D, the engine on which Tidalis runs, is pretty limited. If you h The dual-screen support of Unity 3D, the engine on which Tidalis runs, is pretty limited. We don't
    9 KB (1,639 words) - 19:53, 1 February 2015

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  • ...the end of it the alpha was in a stable enough status that we did get some questions of "why not just call it beta now?" ...more than me (certainly true in terms of content, while I was building the technical framework). Badger is now retiring, as of October 13th, 2020, but he had a
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...apon jamming and tritium damage. Slightly more expensive per ship than its common cousin. * time_stop_current_and_adjacent_planets_on_death="true" has been added to support The Time Stopper interplanetary weapon in DLC1.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • * Added support for the game to skip some rows for serialization purposes, in order to make * Expanded support for serialization efficiency by having a new serialization_name="yourtexthe
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...ry enemies then you knew about them when you captured the planet. The most common case here is Shield Generators you haven't killed yet. ** Darken all planets (not super common; refers mainly to things that don't have a specific location in mind, like
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * [[Tidalis:Common Technical Support Questions|Common Technical Support Questions]] ...: [[Tidalis:1.500_Official_Release_-_Linux_Support|1.500 Official]] (Linux Support!)
    8 KB (991 words) - 17:32, 2 February 2015
  • ...st of the stats and logic of the skylaxian ones, for those deals which are common among a lot of races) were not actually inheriting that logic. ...AI War, we'll also have to do a unity engine upgrade in order to add linux support. And that entails some potential legwork there, too.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...checking for that is both really complicated and also hopefully a far less common case. * Put in some logic that should make DoShotHitLogic errors on the client less common, as well as less damaging to the overall performance of the client. It als
    394 KB (67,204 words) - 16:22, 13 April 2021
  • === New Starting Fleet Type: Support Fleet! === ...to get players off onto a quicker start, we are also now adding a Starting Support Fleet.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ** Thanks to kmunoz for asking questions about this. ...y if your tractor beams are in the direction the enemy is headed (the most common case) that's not possible anyway. The most likely scenario is ships trying
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...smaller amount of code, to be honest, and also it doesn't have anything in common with being a fleet once the ships are actually deployed. ...uldn't be in the same group with it. This is just a design thought, not a technical restriction. Warden and Hunter fleets will wind up having all sorts of str
    122 KB (21,444 words) - 14:29, 18 April 2019