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Author Topic: Re: [MAIN] XPiratez - N7 16-Dec-2023 Flying Tiger, Hidden Tentacle  (Read 3609765 times)

Offline blainestereo

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3915 on: January 08, 2017, 01:44:32 pm »
What is the deal with how dark it is at night? I cant see anything, arent my gals supposed to have improved night vision or something?

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3916 on: January 08, 2017, 01:54:10 pm »
What is the deal with how dark it is at night? I cant see anything, arent my gals supposed to have improved night vision or something?

Check your Hawtkeys again.

Offline blainestereo

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3917 on: January 08, 2017, 02:28:19 pm »
Check your Hawtkeys again.

Oh! Ty, ty, that's p. hawt.

Offline Arekusandoru

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3918 on: January 09, 2017, 10:45:25 am »
Guys, does energy consumption not depend on the inventory weight when a gal walk?

Offline Meridian

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3919 on: January 09, 2017, 10:50:09 am »
Guys, does energy consumption not depend on the inventory weight when a gal walk?

No, it doesn't.

Offline Arekusandoru

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3920 on: January 09, 2017, 12:43:56 pm »

Offline Slaughter

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3921 on: January 09, 2017, 10:05:13 pm »
Don't cancel fracturing projects, just set runts down to 0 and put them somewhere else.

Offline KateMicucci

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3922 on: January 10, 2017, 09:54:47 pm »
Doesn't work if a project takes up workshop space.

Offline Solarius Scorch

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3923 on: January 10, 2017, 11:35:58 pm »
Doesn't work if a project takes up workshop space.

Yeah, but I think in Piratez it never happens... Or at least very rarely.

Offline ohartenstein23

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3924 on: January 10, 2017, 11:52:01 pm »
There aren't many projects that require workshop space, but there is a very important one that takes *all* the space of your starting extractor, and that could be very easily accidentally cancelled.

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3925 on: January 11, 2017, 12:48:48 pm »
I will put up a warning you can't miss in one of the leading-up researches.

Offline Ragshak

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3926 on: January 11, 2017, 07:31:21 pm »
Codex unlocks only special hull or is there something more behind it?

Offline legionof1

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3927 on: January 11, 2017, 07:42:46 pm »
codex determines, menace class hull type, a one of a kind weapon, and what voodoo items you will have access too. Also in 2 cases the codex's unlock and additional type of early craft.

Offline Ethereal_Medic

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3928 on: January 15, 2017, 01:34:32 pm »
Any future plans considering missions and toys?
I'm sure happy about the last few patches because I can finally get my research back going to unlock the Mars Attack Vessel.
One large Stargod Battleship was all I needed to get the missing SG crews.

Thx skipper

Offline Dioxine

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Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« Reply #3929 on: January 15, 2017, 03:49:12 pm »
Too many to talk about ;) The next release will be mostly bugfixing, expanding, streamlining and campaign balance, but also a few surprises :)