Search results

Jump to navigation Jump to search
  • ...ow an exception saying that threads are supposed to be done now just get a null back instead. This tidies up some ongoing error message sources that were * Added a new max_damage_to_deal_per_target_hit_by_mark="0,1,2,3,4,5,6,7" attribute that is optional for weapon systems.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...a GetFirstAssociatedPlayerAccountOrNull() method, which will either return null, or the first of any players controlling it. ..., the code "otherFaction.Implementation as SpecialFaction_ZenithTraitor == null" had to be swapped out for "otherFaction.SpecialFactionData.InternalName ==
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ** Drainer reload time 3 -> 5 seconds and health drain percent raised from 50% to 70% ...ds bonus hunter ships against human-allied marauders at AI difficulties <= 5. At higher difficulties, this mechanic is still enabled but it is nerfed si
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...already does up to n*x damage per shot from that stack, where n is at most 5, but lower if the stack is smaller. This is fine. ...ere also already adding on extra shots at a rate of 1 shot extra for every 5 ships, which also is fine and leads to the same total damage output.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Updated the player-community credits to reflect contributions during the 5.0-to-6.0 run. Thanks everyone! == Prerelease 5.097 Release Candidate 2 ==
    407 KB (65,607 words) - 12:09, 16 September 2017
  • == 5.557 Minefield Balance == == 5.556 Performance, MP, and Mods ==
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...for some reason the "completed" event has not fired, but the asset is not null, then it will try to latently load the object. *** Surprisingly, though, we also are including a new Null option, which basically ignores networking stuff in single player mode.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * Fix a null reference exception in ShipToShipLines * Add some really paranoid checks for null references in WormholeCommand code
    154 KB (26,552 words) - 11:21, 1 August 2018
  • == Alpha 0.936 Release Candidate 5 == * Sentry Turrets now gain +5% to their ammo capacity per point of the deploying exo's trap skill. Effec
    160 KB (26,781 words) - 17:21, 2 February 2015
  • ...irly easy to rally Fleets in time. One time even a Citadel managed to move 5 hops and arrive just before the wave hit. ...alance for multiple difficulties, but this change made it pretty simple on 5, somewhat difficult on 7 (50, 110, 360 AIP tested), and juuuust possible on
    179 KB (30,218 words) - 23:28, 1 January 2020
  • * Normal Guardians (i.e not Dire) mass 6 -> 5. * Rippers paralysis now works on mass < 6, rather than < 5.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • == Release 5.000 == ...dits to thank players who helped us with several ideas/bugs/etc during the 5.0/LotS development cycle.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Fix a null reference exception in AstroTrains * Fix a null reference exception on unit transformation, in particular changing command
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...even at Tier 1, and then getting to being absolutely galaxy-ending at tier 5. ...e are now using a padding of 20 between characters instead of a padding of 5, which makes it so that when fonts are drawn very small they shouldn't acci
    186 KB (31,438 words) - 17:26, 13 July 2020
  • * 5 New awesome tracks from Pablo * 5 New Major features
    278 KB (45,949 words) - 19:51, 1 February 2015
  • AI War 5.0 - 6.0 spanned from Feb. 15th, 2011 through Oct. 18th, 2012 and it was ful ...and 6.0, it's essentially the same length of time that was between 1.0 and 5.0. So that's certainly a good reason to have such huge patch notes and so
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...es, starting at 80% for 4, 60% for 5, 40% for 6, 20% for 7, 10% for 8, and 5% for 9 or more. ** Two marks is 60%, three is 40%, four is 20%, five is 10%, six or more is 5%.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * Between 4.021 and 5.000, we pushed out 53 distinct public beta releases over 91 days. That's a ...s the definitive AI War experience. The game will continue to evolve, but 5.0 is the new rock-solid foundation upon which all future work will rest.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...some of the Automations settings, if they haven't used those and they are 5 minutes into the game. ** It's valid for SentinelsAlertLevel to be null, which basically is it saying "not relevant."
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ** Cooldown on energy pulse has increased from 1.5 to 4 seconds, its mana cost has increased from 60 to 120, and its attack ha ** Forest rage cooldown decreased from 1.5 seconds to 0.75 seconds, and mana increased from 35 to 65.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • * Put in further protection against null exceptions in the contracts/deals window (this time it was some that could ...more error-prevention code to try to deal with mysterious and intermittent null exceptions on the contracts/deals screen.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...threat attacks'. The AI used to default to saying "I need to outnumber you 5 to 1 to attack", for example. * Add 'BunkerBuster' ship mechanic, where a ship has damage resistance for 5 seconds after going through a wormhole
    105 KB (17,355 words) - 23:34, 5 March 2019
  • * 5 new enemies * 5 new music tracks
    192 KB (32,418 words) - 19:50, 1 February 2015
  • *** 5) Make sure no other space docks are building those types of scouts. ** Base Cap Health from 5,488,000 => 15M (so near Fighters, but with somewhat higher cap means somewh
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ** Base Health from 5 => 60, so it doesn't actually autoattrit-die in 5 seconds. ...ained for reinforcements per completed spire city hub (to a max of 100% at 5 cities). Balance-wise this is due to FS games being intended to get into t
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...helpful for races in general in any mode, although the science benefit is null to the Obscura. But this also creates a notable bonus for you in particula ** The firing rate of the Obscura Disc is now slightly higher (4.5 instead of 3.4). A few changes have been made to its "The Road" weapon pat
    349 KB (57,816 words) - 12:25, 31 January 2015
  • * Added an "intensity" dropdown to the dyson faction, values 1 to 10, default 5. * Put in some protections against a null-controller-for-UI-element situation.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * 5 new enemies ** This is capped at continent 5 for now, so on continent 5, 6, or 7 that same monster from the above example would have health 220 and
    345 KB (59,053 words) - 19:51, 1 February 2015
  • == 5.000 End Of An Era == * Fix a null reference exception in the necromancer fleet code
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ** Melee tech shreds with Metabolizing Gangsaw drones, scramble size of 5. ** Vampirism lowered to 5% from 10%
    113 KB (18,449 words) - 16:11, 1 June 2021
  • * Computational Psychosemantics, and language skill above 5, is no longer a thing. It just didn't really make sense anymore. ...y downsides; however, there are other ways to subjugate races. Acts 4 and 5, however, erupt into war in a pretty extreme way.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...r blinks out of existence periodically, it no longer has to refresh itself 5 times a second, and ship icons never mysteriously go missing or switch posi ...rret dies and when it can be automatically rebuilt has been increased from 5 seconds to 60.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • == 5.601 == == 5.600 Hotfix ==
    117 KB (18,614 words) - 20:45, 19 May 2024
  • ...ged from firing 2/3/4/5 shots per 1-second reload to 10/15/20/25 shots per 5-second reload. ...ules (I-IV) changed from firing 1/2/2/3 shots per 4-second reload to 2/3/4/5 shots per 8-second reload.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...tor beam turrets now cost 3/5 what they did in recent versions, and have 3/5 of the health, number beams, etc, scale. Their base health values have als *** Simultaneous shots from 1 + 5*mL => 1 + 3*mL.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • (Released January 5, 2015) * BombBot PITAR from 5 => 30 to make them not seed in such quantity (thus making them less of an a
    48 KB (7,844 words) - 17:22, 2 February 2015
  • ...king for "if my location is null, don't do anything", and thus was causing null exceptions in those cases. * Put in protections against some rare null exceptions.
    59 KB (9,843 words) - 15:39, 19 November 2015
  • ...paves the way for a good boss progression as we get more than the current 5 miniboss types, though, which is important. ** At Level 5:
    109 KB (18,636 words) - 19:51, 1 February 2015
  • * Upgraded Unity from version 5.6.0p2 to 5.6.1p1. ...lps with a simulation as large as this one. It may be shaving off 0.3 to 1.5 ms per frame at the moment (depending on what's going on), which is definit
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ** You can have multiplied_nonfrigate_ship_cap_for_drones="1.5" to make it so that all of the caps for any of its non-frigate-style ships ...n: This is something that we'll want to actually make copies of and have 4-5 variants that actually have unique qualities, and ditch the basic version.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • * Added 5% chance to get a missile on kill to the Green Envy mech. * Increased the energy cost of the Energy to Missile Converter from 5 to 10.
    47 KB (7,365 words) - 20:22, 26 January 2024
  • [[Starward Rogue:Post-1.5 Release Notes]] ...egrated. Vicious starts seeding on floor 3. Deadly starts seeding on floor 5.
    63 KB (10,263 words) - 17:36, 25 October 2018
  • ...reactive shots 5 times a second, which was way too much. Now it's every 1.5 seconds. The alternative melted a few CPUs. ;) * Berserker no longer gives 5% attack speed per kill for the duration of a room (it was breaking everythi
    108 KB (18,595 words) - 17:35, 25 October 2018
  • * Added 5 new stationary local-area encounters that are opt-in and which are all rela ...lair also increases your nanoparticle cap by 500k, from the initial cap of 5 million. This mattered more when the original cap was 75k.
    63 KB (10,632 words) - 10:14, 5 April 2024
  • * Fixed a null-reference bug in the code for drawing health bars of carriers. * Put in some code to prevent SetFarZoomIconInner from throwing null reference exceptions in the event that there is a race condition where it i
    27 KB (4,501 words) - 17:36, 25 October 2018
  • ...a really bad decision sending only 2 things when you think you're sending 5. ...get around to checking it. If the unit died, then GetSquad() just returns null.
    5 KB (858 words) - 20:32, 5 December 2019
  • (Released January 5, 2015) * Put in a potential fix to a rare null reference exception.
    5 KB (765 words) - 12:25, 31 January 2015
  • custom_FInt_zenithtrader_aibudgetmultiplierlow="0.5" ...very rarely relevant. If no row is marked as default, then the code has a null row. This is okay almost universally.
    18 KB (2,797 words) - 18:13, 25 June 2020