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  • <big>'''What Do I Do About Reduced Energy Reactor Efficiency?'''</big> ...Mark II, and Mark III. So, you can build one of each on a planet at full efficiency.
    1 KB (220 words) - 22:07, 6 March 2015

Page text matches

  • * When AIs pop up asking you for a resource, there is no longer a penalty for letting it expire. They also no longer p ...or is too damaged, it is no longer completely shut down but rather has its efficiency crippled (multiplied by 0.1). The hope is to avoid staffing and other stuff
    202 KB (34,152 words) - 15:38, 19 November 2015
  • * Fixed a bug where the resource bar metal/crystal/energy/knowledge mouseover tooltips would show lines for * Added new resource to champion and normal+champion players: Shadow Charge.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ** SpireRelatedOtherIncome (it gives X of each other resource type) * Fix a bug with colours in the Fuel Production view of the resource bar
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ** AIs no longer have to worry about resource transport ranges, instead being able to capture resources that are within 5 ...very few buildings -- teleporters, civic centers, and the three remaining resource gathering buildings -- which are "non-district buildings." They don't get
    208 KB (34,773 words) - 19:15, 5 June 2015
  • * Expanded support for serialization efficiency by having a new serialization_name="yourtexthere", which can be used to sho * In general improved the efficiency of checking for tips that already have been triggered, by not checking to s
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...energy/econ game should actually be easier, unless you were relying on low-efficiency reactors or low-powering tons of stuff to make ends meet. In those cases i ** No construction cap, and also no efficiency penalty for stacking.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...elping a race with a dispatch mission to improve their armada construction efficiency, that race automatically re-prioritizes the armada construction and improve * Raiding trader convoys is also now gated behind the raw resource tutorial, since that's what that is completely concerned with.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...recovered from a single "donation" is (if on the homeworld) equal to your resource cap. Of course, since recovery begins during the battle it would be somewh ...rate at which orbiting-scrap is processed (granting the command station's efficiency % in metal, and the rest of the chunk being wasted) from 1%-per-second => 0
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ** Weapon jam efficiency per "hit" cut in half since its being applied twice as often. * A few minor code efficiency improvements in some frequently-called code that will grant a small speed b
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ** Crystal Cost from 500 => 1500 (the main reason for the resource cost increase is that these are a 1/4 cap ship, so the build-to-cap expense ...unds, actually. The placement of stuff in the tutorials (not wormholes or resource points) is still going to be a bit different than it used to be, though --
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * The metal section of the resource bar now uses the proper color to indicate metal, rather than just being whi ** This in turn fixes some other issues that we were having with efficiency and proper scale in this area.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * Changed the resource cost of the Marauder back to what they were pre-1.0 so that the tutorial do * The ranch and horse resource descriptions have both been updated to note that sometimes horses are used
    132 KB (22,317 words) - 12:25, 31 January 2015
  • * Put in a new CPU-efficiency-improving shift in the targeting logic for ships in FRD mode: while in FRD * Put in a number of internal efficiency improvements with regard to properly clearing internal rollup lists and rel
    245 KB (38,972 words) - 11:55, 16 September 2017
  • **** The best efficiency and safety net would be to to, for example, set the required balance to a v ...vering over it shows raw values of and percentages of the metal production efficiency.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ** In the resource bar, most of the tooltips owe either their entire existence to Badger, or a *** For those parts of the resource bar that are clickable, almost all of that was Badger.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...e were doing that (yet), but when they lucked into big stores of the right resource that was bad enough. **** Both of those are a finite resource, though. The races may beat you to the punch on these, and they might not
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...planet before, but you don't have ships currently at that planet, then the resource spots are also shown in addition to the wormholes, but nothing else and the ...y will stay immobile under enemy force fields. Same thing with all of the resource producers (including harvesters). This makes it possible to build metal/cr
    20 KB (3,494 words) - 13:39, 1 February 2015
  • ...format over time. These first changes add a very slight bit of memory/CPU efficiency on the game host, including in single-player games, but mostly they are lay * The seek CPU efficiency of teleporting engineers has been increased significantly.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • * Fixed bug where if there were pillaging monsters and (resource deposit) guarding monsters in the same region it would not draw the pillagi * Resource Deposits will now not be seeded on regions that have some other macrogame-l
    109 KB (18,636 words) - 19:51, 1 February 2015
  • *** Keep your eye on 'Threat' resource bar, for sure. * Several resource-like icons used a lot in tooltips now look noticeably better.
    338 KB (54,548 words) - 10:53, 26 June 2023

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