how?Supercheese wrote:You can add longer range in the config all you like, and you shouldn't encounter too many problems if you have only a couple auto-targeters. But performance problems can arise if you have more than a dozen of them all scanning 500+ tile radii around themselves...
Search found 5 matches
- Wed Jun 08, 2016 3:26 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 344652
Re: [MOD 0.12.33] Orbital Ion Cannon 1.2.1
- Tue Jun 07, 2016 2:11 am
- Forum: Mods
- Topic: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
- Replies: 29
- Views: 36745
Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
hey dude i cant get this supreme warfare to work, any ideas? its giving me a message saying nil value.
- Mon Jun 06, 2016 11:28 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 170686
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
i cant get this to work, im getting the notice __ SupremeWarfare__/control.lua:46: attempt to index global 'game' (a nil value) error every time i try and load up a game. i reeeally want artilery and i cant find a mod that has it and that works. *edit* ok i just read this entire post and this issue ...
- Sat Jun 04, 2016 7:32 am
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 67864
Re: [MOD 0.12.33] Logistics Railway 1.0.8
so i cant get this to work...
- Wed Jun 01, 2016 7:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 129202
Re: [MOD 0.12.x] AdvancedEquipment_0.5.7
i really like this idea but i have noticed that in order to research, produce and upgrade as you go either requires zero alien artifacts, too many alien artifacts or simply does not require the expected prerequisite whatsoever. for example the laser mini gun does not require the mini gun mk 2, the p...