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  • * If you're looking for our main website: [http://www.arcengames.com/ http://www.arcengames.com/] * [[Starward Rogue:Main|Starward Rogue]]
    1,007 bytes (149 words) - 22:01, 20 October 2021
  • 2 KB (274 words) - 15:33, 1 February 2015
  • 27 bytes (5 words) - 12:01, 31 January 2015
  • You can ask - or answer - any questions on [[Starward Rogue:Main|this page's talk page]]. Also feel free to ask for help in editing, tell us
    2 KB (342 words) - 17:36, 25 October 2018

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  • ...ke that. As noted, this is just a cap on the initial base damage, and its main purpose is for AOE items. ...are now getting the count-less serialization treatment, and these are the main culprits that kept biting us over and over:
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ** This branch is not used by any actual main game code, but appears to be used by some mods. That code branch is now ma ...lts but the main AI higher. If you were playing with these higher but the main AI more in the default range, then it's about the same as it was.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...UpdateStrengthByTechLine() code now also runs in here, which gets it off a main thread (yay!) and also makes it so that it works in multiplayer for clients ...s, we are actually saving some pretty notable potential CPU cycles off the main thread, but it depends on the game paramaters, really. Mods should definit
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...in multiplayer, but the CPU load of actually integrating the data into the main game exists on the host and all clients. ...gligible on any machine, but the CPU load of integrating the data into the main game exists on the host and all clients.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...ship, that galaxy-conquering factions can use without conflicting with the main player and AI. ...faction myself, other than doing my part on the Fallen Spire in DLC1. My main focus has been on all the many frameworks and technical underpinnings of th
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ** As a result, the aiwar2goodiebox asset bundle, which contains all the main ship graphics, has dropped from 1.4 GB down to 865 MB in size. * Added a glowing blue atmosphere effect to the AI planet on the main menu. This wasn't exactly on the top of our todo list, but it was a good p
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * In the Other submenu on the main menu, the Change Profile button has been altered to have this tooltip: * The main profile button on the main menu that shows you current profile name also now has that same tooltip.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • *** Prior to compression, just having loaded everything and sitting at the main menu: 2.689 GB used *** Post compression, just having loaded everything and sitting at the main menu: 1.177 GB used
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...e your fleet leaders. This keeps their icons consistent with those in the main game view. ...ble to get in SendMessageToAllClientsAndSelf when you were quitting to the main menu out of a particularly heavy game.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...inside, to help the autotargeting not get stuck on a few targets when its main use is best served by spreading shots out. ...p so putting them on your satellite worlds does not take away any cap your main defenses could be using.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * Main menu updates: ** The ship on the main menu now has some little ions coming off its forward pulse drive. A happy
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ** Additionally, all main-continent-settlements in all old worlds will be upgraded to include residen ** This whittles the main "unlockables to pursue" list at the start of the game down to only nine ent
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...tem will cause time to move forward with the Redshift, instead of just the main gun key. ...onger affect things whose center points are less than halfway across their main axis.
    108 KB (18,595 words) - 17:35, 25 October 2018
  • * Fixed an issue with a drunk pilot on the main menu clipping the top of the gas giant. ...e now once again being drawn in their own camera that is layered under the main camera, which prevents large ships, forcefields, etc, from ever visually cl
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Put in code that rotates the main menu and the credits windows in different ways, just to be a bit fancier an ...the metal flows, etc, but also keeps it really emphasized that this is the main resource.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * And similarly, any time that any other background thread, or the main thread, generates a GameCommand based off of sim logic, it needs to wrapper * The main thread mostly is part of the sim.
    22 KB (3,954 words) - 15:22, 5 June 2020
  • * The Zenith Hydra Head (not the main body, just the spawnable) now starts in FRD automatically. * Updated the tip-of-the-day section of the main menu.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • === Main HUD Reworking (In Progress Still) === * The top and bottom section of the main hud have been redone visually and organizationally, details elsewhere in th
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...for players without hand-holding them, a new Tip of the Day system on the main menu shows player-submitted tips, and all of the tutorials in the game have ...een a lot of vetting of this from both newer and experienced players. The main benefits of these particular changes are simplicity, transparency-to-the-pl
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...marks... may need to make the target-count thing a flat 5 or so). But the main thing is that the nanoswarm is intentionally not about the damage, it's jus ** Crystal Cost from 500 => 1500 (the main reason for the resource cost increase is that these are a 1/4 cap ship, so
    367 KB (58,728 words) - 12:16, 16 September 2017

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