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Post by Xechran on Feb 14, 2017 9:06:39 GMT -8
Given Chigara's description, the user has an apparent jump to a desired, close by, parallel universe. It doesn't save those around you, and may condemn that universe to exist in a state where you vanished. I argued before that the Capn was the 'go down with the ship' type, and that would limit his use of the wishall.
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Post by Xechran on Jul 14, 2016 8:35:33 GMT -8
Every time someone brings up lag I have to ask the same question:
This is a quick and easy fix that alleviates most of the problem for... well... everyone whose gotten back to me on it at least.
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Post by Xechran on Jun 30, 2016 20:16:28 GMT -8
Did you try the above mentioned edit to the 2 different .rpy configuration files?
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Post by Xechran on Jun 5, 2016 8:46:55 GMT -8
Asaga's MoA english voice delays quite a bit for some reason. Haven't gone poking around to find why yet. So far as I can tell, its only Asaga and only her english combat voice being affected. It does not delay when you click/select her, only when firing her weapons and waiting for the "scored hit" or "missed" audio. For some reason I never noticed this before, I can't tell if its new to 3.0 or not.
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Post by Xechran on Jun 5, 2016 8:40:13 GMT -8
A note, I just realized the steam update wiped these files back to default, and it does not look like these were added in by the team. If these helped before, check, you may need to set them again. If you haven't tried them, do so. The difference in hang time is amazing.
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Post by Xechran on Jun 3, 2016 3:29:54 GMT -8
Well, I just finished (literally just now) MoA again and according to that the next installment is Sunrider: Return of the Holy Ryuvian Empire, or some such. Was surprised that popped up since it described the events of Liberation Day as normal then gave a different title.
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Post by Xechran on Jun 2, 2016 0:05:58 GMT -8
As sweetlove has pointed out, this is the relevant passage: "If humanity's spread to the stars, then you'd expect to see all of humanity, and if you don't, then you'd wonder why." A lot of the people on this thread seem to be laboring under the misunderstanding that this is some sort of social justice screed and not the suggestion to correct an oddity in continuity that it is. Actually, the exact opposite is what you would expect. When given the opportunity to spread out, humans will do so. And they will spread out in groups. Some will be divided religiously, others politically, others ethnically. Spreading out in this way, increasing homogeneity within the group, decreases conflict and strife within that group therefore increasing its well being. That this is not the expectation is a direct result of the PC Injustice Inquisitions.
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Post by Xechran on Jun 1, 2016 22:57:50 GMT -8
Also... going out of line asking blunt questions, but was Veniczar's writer going MIA in any way connected to LibDay's plot being cut short? Going to go out on a limb here and say no, only because they were fairly straight forward with what happened and why at the time of release. The biggest issue was rebuilding the combat engine - that took a lot of development time.
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Post by Xechran on Jun 1, 2016 22:51:11 GMT -8
Yes, that fixed it. I really should read the directions once in a while. Thanks.
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Post by Xechran on Jun 1, 2016 7:49:28 GMT -8
Naturally, from the Steam news page:
"Note: If you installed the Denpasoft mod, you will have to download the mod again or the game will crash. Check to make sure "DENPA MOD OUT OF DATE" does not appear in the main menu at start up. "
And sure enough...
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Post by Xechran on Jun 1, 2016 5:19:31 GMT -8
Herpa Derp. I think I've got something wrong here.
I'm sorry, but an uncaught exception occurred.
While running game code: File "game/REturn.rpy", line 12739, in script call call censor_solahscene File "game/REturn.rpy", line 12739, in script call call censor_solahscene ScriptError: could not find label 'censor_solahscene'.
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/REturn.rpy", line 12739, in script call call censor_solahscene File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\ast.py", line 1313, in execute rv = renpy.game.context().call(label, return_site=self.next.name) File "game/REturn.rpy", line 12739, in script call call censor_solahscene File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\script.py", line 843, in lookup raise ScriptError("could not find label '%s'." % str(original)) ScriptError: could not find label 'censor_solahscene'.
Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.959 Release 3.01
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Post by Xechran on Jun 1, 2016 4:23:50 GMT -8
I'm sorry, but an uncaught exception occurred.
While running game code: File "game/REturn.rpy", line 10195, in script call call censor_avahscene File "game/REturn.rpy", line 10195, in script call call censor_avahscene ScriptError: could not find label 'censor_avahscene'.
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/REturn.rpy", line 10195, in script call call censor_avahscene File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\ast.py", line 1313, in execute rv = renpy.game.context().call(label, return_site=self.next.name) File "game/REturn.rpy", line 10195, in script call call censor_avahscene File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\script.py", line 843, in lookup raise ScriptError("could not find label '%s'." % str(original)) ScriptError: could not find label 'censor_avahscene'.
Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.959 Release 3.01
Uncaught exception? The hell is that?!
Just fired up return, first play through I chose Ava. After enjoining fisticuffs and gallantly saving the day we retire for a meal in her quarters. This should be the uh, climax, of the route I think. Steam install with decensor mod, no other changes.
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Post by Xechran on Apr 17, 2016 6:05:58 GMT -8
Unfortunate, I was looking forward to the last bit.
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Post by Xechran on Mar 31, 2016 23:33:54 GMT -8
With regard to "meaningful" choices: I should have been clear on what I meant. I was primarily thinking of impact on the script. In Mass Effect, Kaiden vs Ashley See, I would hold that out as an example of a choice done poorly. In simple terms, as you described it here the choice is 'Save person A or person B'. The whole scenario is presented that way in game as well. It could have, and should have given the military nature of the game, been presented as secure the perimeter and egress or secure the objective. Of course, if you do present things in that light theres no choice at all. I went back and replayed that mission the first time through because I honestly thought I had missed something important but, no, they actually set it up that poorly.
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Post by Xechran on Mar 30, 2016 19:54:21 GMT -8
Ava's "forced romantic entanglement" is backstory. Past Kayto isn't a character that you really get to decide what he does. Ava is the old flame character and childhood friend that you can reignite a romance with. Present Kayto's choices should be up to the player, not dictated to the player. Its still presentation by dictation. The only difference being present Ava turns Kayto down, the player gets no choice in the matter as I recall? As such the point stands, its a romantic entanglement forced onto the player that is acceptable not only because of the outcome, but the presentation itself. In your case, you accept it because it was presented as a past event and therefore a fait accompli. It can be done and there is more than one way to make that work.
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Post by Xechran on Mar 30, 2016 19:41:54 GMT -8
Depends. When I was helping with the "Survive 6 turns" thread I replayed a MoA mission. There was a savescum I had that I did not include in break down. I had something like a 96% chance to hit with kinetics on something that had to die, and missed 3 times. If it gets into the realm of, "oh screw those odds" or puts me behind enough that victory slips away then ya its reload time. Oddly, I've never called bullshit and reloaded when I hit 3 times at 18%...
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Post by Xechran on Mar 30, 2016 19:21:20 GMT -8
LibDay-letdown is probably better described by the folks who felt it, right? Count me among them, despite 55 hours played so far.
Lets back up a bit and look at MoA, which included a forced romantic entanglement with Ava and made the story stronger as a result. Forced romance can work, both within the genre and within the Sunrider series, if it is done well. Chigara's was not, even though we saw it coming from MoA. A few things could have made it work though; longer pace, player agency, the ability to side step.
The game needed a few side missions between mission 2, the ion-storm ambush, and the Cera missions to flesh out the new direction for Asaga and put the issues Kayto was having into better perspective. Asaga's change is unnaturally abrupt, and its only in the 2.0 content that you're informed that she could pick up on the Prototype hive-mind. Her internal monologues could have been fleshed out by remembering things Chigara has done or said. Like how she could hear Arcadius in her mind ever since the Wedding Crash. And foreshadowing through her by letting us see the hive-mind machinations through her "imagination" running wild, only letting us know later on that she wasn't imagining things.
Kayto broke down in MoA, at least in my play through. In MoA it culminates with him sending Ava to fire the Vanguard, but some scenes showing his issues weren't wrapped up tidily would have gone a ways to justifying his turn to Chigara as emotional support. Lingering issues and regrets probably make sense more readily on a 'Legion sparred' run. Either way Kayto needed some friction, some conflict, with the rest of the crew. There are mentions to the dark clouds hanging over the captain, but you're only told of them. Some conversational choices here where he was snappy at people questioning his direction or defensive of his past choices could have shown that within the narrative and created distance between him and the rest of the girls. Highlighting that distance would make the new 2.0 ending even better, as they wouldn't just be glad to see him alive - but welcoming HIM back. Which is already true to a degree, just not felt strongly.
But how can side stepping Chigara work in this context? Well, maybe it was the wrong way to describe the choice I had in mind. Create a path where he is indecisive or just unwilling to commit for whatever reason. This path could turn Chigara into another one of his long list of regrets because, as with Ava in MoA, he didn't reach out until is was too late. He finally steps up to the plate and commits to her while she's mind-jacked by the Prototypes, saving the day with a kiss! Love conquers all huzzah! Oh... Fontana you fabulous bastard...
If I could choose, I would use the side missions pre-Cera to introduce the new PACT girl, Kuushan was it? Introducing her there allows a little less monologue at the end as well. The scene between her and Fontana felt a bit odd as they spoke for the reader's benefit rather than each others. From Grey, "We're making final preparations for the liberation of Cera, but our supply lines are getting hit by this odd force... (pirate flagged PACT units from FA/MoA with Ceran ships?) Handle it. I wont over extend our front and expose our fleets" etc. You could use this as a chance to meet unknown pilot-kun. Have him working with Kuushan having swallowed the PACT propaganda about the exploits of the Sunrider and its vile captain. Use him as a vehicle to press Kayto on his past decisions, like the diplomats, Ongess, Ceran pirates etc.
While this is all possible, it requires a great deal of work. Read as, requires a great deal of time. And Samu addressed that one, they focused development on changing the battle engine was it?
The battles don't get by unscathed either. Even though I skipped through them nearly all the time, the MoA animations did add some feel to things. Forgivable as this likely requires a great deal more work to put in place. The assault guns could have used a broader variety of sound fx. The new one is fine for the CGBs but seems out of place for the capital ships, where I prefer the old one. And I have major issue with one aspect of balance, draw fire. I mentioned in another thread I feel it should be rebalanced in some way, like only working as a chance for adjacent units.
More Icari/Kryska fan service shower scenes don't fix the issues I have, btw. Nor would other random HCGs. Echi is fine with a point and a purpose. Its the difference between a movie with sex in it and porn. I dont want "random guy is here to fix the cable" plot.
edit: Should also mention I'm ok with an Empire Strikes Back bad guys win ending if the immediate issues are resolved. 1.0 ends with Luke having jumped off the ledge.
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Post by Xechran on Mar 30, 2016 6:33:27 GMT -8
Did you try this thread? Adding config.framerate = 30
config.image_cache_size = 24 to the options.rpy file and $ renpy.free_memory() under label battle_start: in combatlabels.rpy made a world of difference for me. Lag was greatly relieved and I don't remember crashing since, did several times a session before. Standard disclaimers apply. Save files before editing etc.
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Post by Xechran on Mar 28, 2016 16:06:47 GMT -8
For posterity, what did you do different this time around?
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Post by Xechran on Mar 26, 2016 5:35:07 GMT -8
Over all, I agree with that too. Offense is the best way to limit damage. However, looking at the upgrades he has, as focused into HP and armor as he is double repair would likely fit into his existing play style easily is what I figure. That and I doubt he can scrounge the funds for the triple shot Paladin. Its a matter of what he can rearrange and get hold of to help him now, with this mission. Like I said, "Check your funding and prioritize what you can accomplish from the list."
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Post by Xechran on Mar 25, 2016 11:56:54 GMT -8
I see. What we want: Double tap on Seraphim ($3,990), double repair on Liberty ($5,440), and triple tap on the paladin if we can afford it($7,100). These figures are a bit off, got them from skirmish and theres a bit of a bug there I guess? Once I sell the upgrades I have it slightly alters the price for buying them so the numbers are off in the singles place, might add up to $10 here or there. The double tap on Sola keeps you from getting overwhelmed by Support ryders, mangle cruisers and carriers, and generally clean house. The double repair on Chigara should be obvious, and triple kinetics for Kryska keeps your flanks open. Regardless, you want about $9.5k. I doubt we can scrounge up the extra 7k for the paladin, but it is helpful. To get that were going to brutally cannibalize your fleet for spare parts. Personally? I sell the wishall. Because raisins. I don't know if you kept it or how you intend to play that. I have to say, the way the wishall is presented I would never use it. What happens to THIS reality? It just keeps on spinning. Are you removed from it? Does that Sunrider have to carry on without Kayto? Or does it not work from the apparent perspective of the user and both boot you over and keep you present? Effectively the only one who moves is me, if thats true. In as much as its possible to role play this, I figure hes the "down with the ship" type. See a bit of that when Veniczar Porkchops has them against a wall. My captain would want to see it out in his universe with his Cera, his ship, his family/crew. I see no reason to keep it unless I am metagaming for the "optimal" route. So ya, I sold it and ordered Ava down to the switch. I hope she pulls through. Down with the ship type? Hah! Called it. Anyway... Sunrider: Chop the hull plating back to say, rank 2 or 3. All the way to 1 if you need. Drop the energy weapon upgrades. Nothing wrong with lasers but it helps to focus a weapon type and were going to be a bit short on funds here. Liberty: Drop the hull plating to rank 1. Drop the weapons upgrades. Drop the armor to 1. Bianca: Drop hull, evasion and weapons and armor. Phoenix: Drop the melee upgrades. Keep the kinetics upgrades you have if you can and put Icari on point. Use her to finish off any and every thing you can manage to, this generates a great deal of agro. Another point of evasion would be good, but is a low priority atm. Blackjack: Strip off everything. A point of flak can help but is also a low priority. Check your funding and prioritize what you can accomplish from the list. After that its a matter of how you are setting your placement. By default mine looks like so: As a matter of fact, I did not realize it but the save I opened to work with all this? Ya, it was right at that mission on Captain. So I just played it. Turn 1: Full Forward. Sola shoots both Supports, has 96% to hit on them. Blackjack double lasers north Hog. South Cruiser and one Frigate damage south Hog, Icari finishes it. Chigara disables north Assault Carrier. Sunrider double kinetics mid battleship. Kryska hits mid battleship with kinetics for the kill, fires twice into south battleship. 3 shield jam into carrier, one into north battleship. 3 frigate lasers into carrier. Aim down both battleships and south assault carrier. (Claude only has 100 energy). Spend any remaining energy on assault guns into best hit chance target(always). In this case its the battleships, but at 30-35% I'll shoot at ryders that can be damaged. Otherwise I use it to whittle hp and armor. Seen too many ships live with 1-3 hp not to.
Enemy turn: Everything fires on Kryska. Four torpedoes and numerous missiles intercepted by flak. A single pirate torpedo and a number of missiles connect. Kryska at 215/900 hp. South assault carrier moved a hex grid closer and spawned a support ryder.
Turn 2: Repair Kryska once, 680/900. Paladin Tripple fires at south Ass. Carrier. South cruiser kinetic strikes the south battleship. Icari finishes the south B.Ship with two gun salvos. Sunrider kinetic strikes south ass. carrier for the death blow. Sola snipes the single support and hurts the nearest Elite ryder. South cruiser assault guns same ryder. Icari finishes. Aim down new, rear battleship and two nearest elites. Sunrider kinetic strikes the carrier. North cruiser kinetics the battleship. 3x shield down carrier, 1x shield down near b.ship. 4x frigate laser assault carrier. 2x Blackjack laser on ass carrier. Repair Kryska, 900/900.
Enemy turn: Battleships missile/torpedo the Sunrider. The torpedo actually connects? Shocking. One elite lasers Kryska. Other tries to melee Icari. And connects? Wtf? Assault carrier missiles Sola, only one missile survives flak net and hits. Pirate bombers missile Seraphim, light hits. Pact bomber torpedoes Kryska. And connects? Oy oy! Ass carrier spawns a support. New elites missile Sola as well. Sola 132/475, Sunrider 707/1500, Icari 139/500, Kryska 542/900. Those odds...
Turn 3: Both cruisers kinetic the wounded b.ship. Icari returns the favor, and melee kills the elite that deigned to lay hands on her. Both cruiser assault the b.ship. Icari assaults the b.ship twice more and finishes it. Sola snipes the support and the carrier. Sunrider fires on carrier, 79% to hit, misses. Fires again for the fireworks. This exposes the ass.carrier by removing all nearby shielding. 4x frigate lasers to kill. Kryska kinetics two nearest elites, 69% and 55%, hits both. Assaults both, kills one. Asaga pulse lasers the wounded elite, lasers a nearby pirate bomber. Aim down the 2 pirate and 1 pact bomber that spawned on enemy's turn. Repair Icari and Kryska. Pray to Claude. (could have used repair drones, opted to chance it)
Enemy turn: Pact and Pirate bombers torpedo the Sunrider. 2/3 connect. Sunrider at 56 hp. Ava recommends abandoning ship.
Turn 4: Aim down two newest b.ships. Awaken and repair Seraphim 475/475. Repair Sunrider. Repair drone Sunrider, 1257/1500. Kryska double kinetics nearest cruiser @ 84% chance, both hit cruiser down. Icari assaults the pirate bomber Asaga wounded, collects bounty. Refresh aim down on older b.ship. Frigate laser nearest pirate bomber. Attempt to finish with Icari assault, 12 hp left. Kill with south cruiser assault. 3x frigate laser into nearest elite. Icari assaults to kill. Kryska resumes hostilities, kinetics nearest cruiser @ 69% chance, hits. Asaga and north cruiser 3x laser remaining nearby elite, kill. Sunrider fires on older b.ship with 69% to hit, connects twice. South cruiser attempts low chance 45% shot on nearest wounded cruiser, connects and kills.
Enemy turn: Pact battleships go first, torpedo Kryska, all flak batteries fire with no intercepts. Savescum! Sunrider intercepts both torpedoes before any other flak battery gets to roll. Some lasers hit, Kryska at 640/900.
Turn 5: Kryska kinetics the old, wounded b.ship. Surives with 70 hp, Icari gets the coup de grace. Sola double strikes the newly spawned south ass carrier, south cruiser and a frigate follow up with lasers for the kill. Disable north ass carrier. Kryska fires twice on center b.ship with 69% to hit, no joy. Sunrider lasers north ass carrier, pulse lasers nearby pact bomber. A frigate lasers it and Icari assaults it for the kill. Asaga double lasers north ass carrier. North cruiser and both remaining frigates laser the same carrier. Aim down the two last cruisers and a random bomber.
Enemy turn: Everything fires at Icari. Much laughter ensues.
Turn 6: Full forward. Asaga double lasers north wounded ass carrier, Chigara finishes with a single strike. Kryska triple strikes nearby battleship, Icari clinches. Sola double taps the remaining, freshly spawned north ass carrier. North cruiser and a frigate follow up for the kill. Sunrider double strikes and kills a cruiser. South cruiser kinetics a cruiser with a 60% chance to hit, scores. 2x shield jam and frigate lasers later, Icari assaults it for the kill. Last frigate lasers nearest bomber. Claude aim downs the new battleship, then drags that bomber in one hex. Both cruisers and then Icari assault it for the kill. Repair on Paladin, 900/900. Aim down on last, south ass carrier.
Enemy turn: Everything fires at Icari...
That wasn't Luck, that was skill! Ahem. $8005 from destruction less $78 repair bill with 8807 cmd points earned, 2250 spent. Could have done a number of things differently/more aggressively. If the paladin takes too much combined fire you can swap its position with the Sunrider. Can loose Icari on the ryders, and can expend order points on Vanguard to push out ahead more quickly.
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Post by Xechran on Mar 25, 2016 4:42:20 GMT -8
Harsh but fair, I'd have to agree with it. For the sake of argument, if anything should change its the way defense stacks up. You can sit in a tight pocket wrapped in flak and shields, never moving from your initial placement unless 'plot' dictates you reach the far side in 6 turns or what have you (last mission could have used that kind pressure I think). It all comes down to upgrades, placement, target selection and dice. However, changing that so 'proper' gameplay included movement would require an entirely different approach to balancing which in turn requires a rewrite of the AI. Very time consuming. For shits and giggles: I have experience with Java and Python, so its something I considered modding myself if I had the dedication to go through and find all the correct code/learn renpy. I decided I don't once I stood back and looked at how big it would be to do something like this.
Alter shields to an asymptote - 100 shields = 50% damage reduction, 200 = 75% etc.
edit, almost forgot: Shields tapper off and extend farther. A shield with 30 strength and 1 hex of range gives 30 (at source) / 15 (at range) shielding. 30 strength and 2 hex range does 30/20/10 shielding.
Alter armor/damage interaction so that armor takes off a percentage after subtracting flatly from the damage. Example, a 5 armor 100 damage hit becomes (100-5)*.95 =90.25. 5 armor 15 damage strike with 15 hits becomes (15-5)*15*.95 = 142.5
All units get a base armor as a portion of their hp in addition to their bonus armor ratings. Portion decided by class/type. Example, Ryders get 1/100th their hp in armor, bomber/heavy class ryders get 1/50th.
Armor is twice as effective against energy, not kinetics. Applies only to subtracting damage not the multiplier.
Oh, and lets not forget NERF Draw Fire! Now only works as a chance to defend units directly adjacent to the Paladin rather than globally.
Then simply rebalance.
The armor/shield change makes the Pact stand off with laser scheme actually viable in a way that it makes sense for a military to actually build such a fleet(which is what started this line of thought for me). High armor, shielded capital ships trade blows at range in battles of attrition focusing their fire on whichever opposing fleet unit poses the greatest threat. The concept gets turned on its ear by the high risk/reward Assault Carrier, aka Sunrider, which along with its escort dives into knife fighting range to punch outside its weight class!! "Initiating Shock and Awe!" That would be forward Saviors A turret - "Shock" and B turret - "Awe".
But as simple as it seems at first it requires a huge rebalance of all the units and attacks, their tohit and damage, hp shields and bonus armor. Then theres the directional/facing mod and the derelict wreckage mods for MoA, which would play well with the concept. And then to make proper use of the changes the AI would need to be tweaked. In the end theres no guarantee the final result would even work or be worth it.
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Post by Xechran on Mar 22, 2016 5:01:47 GMT -8
You can get the achievement requiring 3 short warps in a turn improperly. First turn of the mission (Versta) I warped out and back in, reloaded to the start of the turn and warped out again. This third warp earned the achievement despite being the first warp of that turn, strictly speaking. I presume the counter resets on end turn and not load?
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Post by Xechran on Mar 22, 2016 3:55:33 GMT -8
I believe there are still certain units that can still attack her without disrupting the cloak, the second phase of the Nightmare Ascendant jumps to mind (I think the Ryuvian Nightmares can also do this but I cannot really remember that well the other occasions I saw this happening). I'm okay with the boss ignoring cloak but others are an issue. EDIT: had another look at the code. with a hate value of 0 the priority is equal to the damage estimation. I'm actually surprised now that I never saw the phoenix get attacked when Cloaked, as it's certainly quite possible. Made a fix for it which I'll include in V2.1 eventually. Well then, glad I said something. This explains what I was seeing. Was taking fire from Pact Battleships, Fast Cruisers, Assault Carriers, Alliance Carriers and Battleships etc etc. Had ships driving backwards to kinetic her with no Pact Supports on the board at all. Never even knew there was a detected message.
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Post by Xechran on Mar 20, 2016 23:56:56 GMT -8
About what I said on my SW play through too. Good to see a thread like this, you handle these missions quite a bit differently than I did. Did not know you could refit the upgrades, I assumed it still had a buy back penalty. Also didn't know about the ongessite upgrades. If you're interested about the budgeting for the store I skipped the battleship summon, lost and replaced two CGBs in one mission that I could have redone, had no access to ongessite upgrades, bought all(? unless theres more I dont know about) ryder upgrades, sunrider shields and vanguard, the captain's induction and wound up $700 short of the MIRV torpedoes before the last mission. Oh, and I did save the children so I had the extra mission there too. I only used torpedoes and repair drones on the last mission.
Though I honestly wonder about the Phoenix cloaking field. She still gets attacked with that so I'm not certain what it actually does.
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Post by Xechran on Mar 20, 2016 23:39:14 GMT -8
If its performance you're worried about, this thread made a world of difference for me. Completed a play through with the framerate, cache, and free_memory code added. Much more smooth and no crashes that I recall.
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