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  • ...ed strikecraft but will have issues against stuff heavier than that in big groups. ** Speed groups (including internal changes), hacking history (also including internal), te
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • * The "MoveManyToOnePoint" command has been split into a ton of different sub-groups, like we previously did with "SetWormholePath" * Fixed some multiplayer bugs that were introduced with the rewrite of speed groups on March 31st.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...thread went braindead, and we also see instances of the Warden or certain groups of zombies or all sorts of other things doing this. ...at all in it (well, a couple of path names that could be installed in your user folder on osx and linux, but that's it).
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...s not installed," we show a nice clean message without stack traces to the user. ...waves or reinforcements that would not happen because of a missing AI Ship Groups (that we intentionally took out but now were recreated temporarily and then
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...stead of selecting a planet on this tab, you select one of your 10 control groups from a dropdown. **** If a ship is in multiple control groups with conflicting settings for this, the priority order is as follows: Off,
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...s, or it can include things that are temporary boosts (like existing speed groups), or it can even be 0 if nothing has been calculated yet. *** It was possible in the prior code that if multiple speed groups were created in succession that included some ships that were all of one ty
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...your planets if they are attacked), others will kamikaze at the AI. Some groups consist only of turrets and engineers. One group is a large cloaked unit th * Options for mercenary groups that can be specified in the XML
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...lineup of available beach heading options for Sappers. This is a paralysis user that loves picking on smaller targets. No longer just Lazurite spam 24/7! * Put in some self-correction for null FleetMember groups inside fleets.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...sidebar now includes a section at the top with all of your defined control groups, similar to how AIWC handled it. ...urrently there's a bug where the various menus where you pick from control groups sometimes put the "clear" or "none" option all the way at the right of the
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...y Settings. It is off by default due to some performance issues with large groups of units, and not everyone cares for this. * Sub Commander Command Stations are split into normal and Evil groups, and none spawn at Difficulty 5 and below. Normal spawns on all other diffi
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...er (and a reasonable one at that), and this implementation is sufficiently user-friendly that I don't feel too worried about it. I'm glad I avoided this f ...w music-tagging system has been added, which allows me to create arbitrary groups of music that can be played, with an optional "first track to play" from th
    388 KB (68,179 words) - 10:34, 26 October 2024
  • ...show up separately on the planetary summary sidebar, which makes selecting groups of mobile builders or starship construcotrs much simpler. ...ring placement mode, which makes it far easier for players to tightly pack groups of ships.
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...een nerfed about 10x, especially against heavy defense units, as mid-sized groups of infiltrators could kill them in mere seconds. ...), making it now more about those large structures and less about the huge groups of smaller fleets grouping it out; though of course when the AI attacks the
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...e equidistant it picks the first one in the list every time, no random, so groups on one planet will all go to the same other planet). *** It is now possible to build queue-constructed ships in groups of 10 by holding alt.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...ding in, thus making enemies target the user of the hackamajig even if the user is not marked defective. ...riggers more densely now, and uses new visuals, and also has the different groups themed either around gang, military, paramilitary, or secforce.
    173 KB (29,819 words) - 20:55, 17 June 2024
  • * Added a new ControlGroupVisualIndex field onto control groups that lets us tell the player the correct number on the interface. ...ng it less accurate than desired, particularly when there were really huge groups of units. The units also now react more rapidly to being in collision with
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...build and what type of resource (power/fuel) it takes to run it. Managing groups of constructors is child's play, now, too. ...terms of individual ships (visual things on the screen) instead of squads (groups that you actually control).
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...Browser") that, when clicked, opens the manual in whatever pdf viewer the user has set as default. ...ship cap scale that was chosen. The lack of this was often causing large groups of AI ships to bumrush players on any unit scales other than high.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...Details view also has sortable columns, and the game remembers whether the user last used Details or normal view. ...ing repairs, which makes them able to repair ships at the center of larger groups.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • * For organization purposes, dispatches are now split into three visual groups: Paid, Personal, and Expense. === Three New Groups Of Political Deals ===
    349 KB (57,816 words) - 12:25, 31 January 2015

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