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  • == How to make a quick start == === Making The Core QuickStart File ===
    2 KB (385 words) - 23:00, 4 February 2022

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  • ...to prevent one exploity thing that players were doing, but it's not worth making the entire game feel worse. ...nd station, there are few strategic locations that are critical to defend, making HA campaigns more of a cat-and-mouse war.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...ing these ships into RAM, thus even further lowering the requirements (and making loading faster if you're on a really old machine). ...er just says "host new game," but rather says "host custom start" or "host quick start."
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...at we had moved into the Core dll earlier today can now be moved back out, making them open-source again. That also means we can ditch ArcenCoreUIUtilities. ...an unfair advantage to you, as well as a source of MP desyncs, as well as making the economy fluctuate around unpredictably. Anyway, this has been a bug fo
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...is is possible to do much smaller increments, which is very useful for not making things get insane. ...oes by, now. Specifically, after 50 turns, the attack power of _everybody_ starts creeping up slightly. Specifically, by 0.01x per turn.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...ml files that contain these. These are loaded very differently from quick starts or savegames, turns out. The solution we have in place for now is to have ...n the main project, thus making the end projects folder smaller as well as making it so that we can compile the main game build faster.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • *** So you can once again hold down while running left and right, making it trivial to get down any ladder, and ducking won't even come into play. * Fixed an issue that was making players slide down the side of crates slowly.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...h one from the get-go gets you more into the part of the game where you're making unique decisions. ...ussion about this devaluing science for some things, for example, so we're making it so that not everything just gets the fleet upgrades for sure. Now we ha
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...t names on things, and started with fixing those. That quickly moved into making balance tweaks, and eventually taking over all balance work on the entire g ...edited for ideas in 470 commits made by myself and Keith before he started making commits of his own. Back then, Badger was one of the only people giving us
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Each champion/normal+champion player now starts with 100 shadow capacitor charge so that the champion-only players can imme ...allows the nemesis spawns to counter an "early AIP" champion rush without making a more "normal AIP" approach massively harder to the point of stalemate.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...monsters no longer rises at a faster rate on higher difficulties; that was making monsters too damage-spongey on those sorts of difficulties. The health sca * Finally solved the knock-forward problem by making it be based on the angle between the firing player and the monster at the t
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...us feedback. We've made a number of improvements based on that in terms of making the game even easier to get into for new players. We sincerely thank each a ...alls after that point is reached. Once you alt-tab back in it immediately starts doing OnPostRender again and then the Update calls to Graphics.DrawMesh res
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...ew we wanted to tackle, and that was initially what this phase was about. Making sure that nobody's playstyles are removed or invalid, and that everything f * All Quick Starts containing double AIs now has the second AI using a colour that isn't so ea
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...ut might have been missing some multipliers, we're not sure. At any rate, making a change to that we now just go ahead and increment the number means that f ** This means they do much more damage before the cloak wears off, generally making them better at assassination and opening volleys.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...the AI has long known this (same as the AI), but in some critical decision-making logic it was incorrectly barred from that data. ...implosion artillery recharge time has dropped from 6 seconds to 1 second, making them a lot more powerful and attractive.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...a bug that's apparently been around for a while where Advanced and Expert starts would dump you in the chunk next to the settlement rather than the settleme ...s you are less likely to die if you get caught in the lava, since the lava starts receding as soon as you lose.
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ** Additionally, we are now making sure that nothing can be delayed more than 10 seconds (even that is excessi ...nemic at the start as the difficulty levels go up. The AI is increasingly quick to recognize you as you get up there in difficulty levels.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...insects is low, but there are a huge number of often-overlapping clusters, making it a deceptively powerful scroll. ...ce And Tips section is broken out into seven subcategories of information, making it vastly easier for you to find out what you want to know without having t
    192 KB (32,418 words) - 19:50, 1 February 2015
  • [[AI War 2: Early Access Starts!]] * Fixed the bug where the save, load, and quick start windows had flickery line items in them and would have issues with to
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ...omething people can use in their mods, aka saying "my faction I created is making the player very powerful, or a neutral party very powerful, and the AI shou * AIP Floor is now set foreach AI Difficulty. Starts at 20% of total earned AIP for difficulty 1, then is 35% (the current floor
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...obably complete them in ten to fifteen minutes, or faster if you're really quick. The guided tour is a collection of introductory buttons that make it quick for you to get started with the game. In order, your options in the guided
    15 KB (2,610 words) - 19:53, 1 February 2015

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