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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Mon, 27th May 2013 15:13 Post subject: |
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I'll just wait then, I know Desura can take quite a while to approve updates and other changes and the client itself hasn't been updated in a long time so I guess it's something similar with these keys.
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Surray
Posts: 5409
Location: Europe
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Posted: Mon, 27th May 2013 15:42 Post subject: |
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JBeckman wrote: | I'll just wait then, I know Desura can take quite a while to approve updates and other changes and the client itself hasn't been updated in a long time so I guess it's something similar with these keys. |
Desura should have received an update to the retail a while ago but before that it seemed completely abandoned for months.
I had purchased on desura a long time ago as well and was waiting for my steam key..
At some point it just appeared on my account with no heads up. Simply right-clicked on the game one day and on View CD-Key it had a steam key ready for me.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Surray
Posts: 5409
Location: Europe
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Posted: Mon, 27th May 2013 15:48 Post subject: |
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Oh.. that sucks.
Yeah some guy in the comments section said he contacted desura support and they added a key to his account. Looks like they missed some people..
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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A-A
Posts: 3153
Location: New york
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Posted: Mon, 15th Jul 2013 14:29 Post subject: |
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Fixed Heavy Siphon beam to have the buff from last patch
Ships with supply bays will no longer resupply other ships with supply bays
Shamelessly stole ThomasGideon's arc art
Fixed a font issue with Arial 20 bold being way too large and screwing some spacing up
Changed arcs and shields in the shipyard to always draw over the ship module textures
Troops now spawn from planets in freighter class vessels rather than scout class vessels
Fixed a crash on the ground combat screen that could result from clicking the exact wrong spot
Planetary Gravity wells are now a vanilla rule
Subspace projectors and home territory now negates gravity wells
Planetary shields get a large HP buff; planetary shield regen reduced to 1 per turn
Changed the freighter algorithm to be more efficient when supplying planets in need of food
Added the ability to spawn new random resource items on planets by planet type. For instance, Crystal clusters on a Barren planet, etc.
Added new star types (green, blue, orange, etc)
Further tweaked the freighter algorithm to be more efficient
Added French localization
Fixed an issue where the AI would keep building projectors to colonies it has lost
Added support for broadside weaponry. Some weapons can be rotated using arrows keys.
Modding
Added a tag to XML to allow for shields to recharge during combat ()
Added support for Flags in the Mod Manager
Added support for custom video files to be managed by the Mod Manager (when designing a race, put true in the EmpireData file. The video will then play from YourMod/Video instead of Content/Video)
Clearing a mod with the mod manager will now uninstall anything it added to the Content Folder.
Added support for custom music on the main menu
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A-A
Posts: 3153
Location: New york
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Posted: Wed, 17th Jul 2013 22:39 Post subject: |
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No sign of a 1.13B release yet?
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fisk
Posts: 9145
Location: Von Oben
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Posted: Sat, 20th Jul 2013 15:52 Post subject: |
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On Steam for just over €10 now. I grabbed it. 3 more hours.
Yes, yes I'm back.
Somewhat.
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Il_Padrino
Posts: 7548
Location: Greece by the North Sea
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Posted: Sat, 20th Jul 2013 18:35 Post subject: |
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3DMGAME-StarDrive.v1.13C.Update.Cracked-3DM
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A-A
Posts: 3153
Location: New york
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Posted: Tue, 23rd Jul 2013 21:27 Post subject: |
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OMG
I love you
Give me a man hug!
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Posted: Wed, 9th Oct 2013 09:42 Post subject: |
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Thinking about getting into this, just had a Sins binge, has it been patched a lot since release? A lot of reviews say that it wasn't finished and buggy. Updated impressions would be appreciated!
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Peef
Posts: 388
Location: Belgium
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Posted: Wed, 9th Oct 2013 10:53 Post subject: |
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anyone that can compare it to Distant Worlds?
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Posted: Fri, 11th Oct 2013 00:06 Post subject: |
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StarDrive.v1.13K.Update.Cracked-3DM
chill out man, life is beautifull...
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A-A
Posts: 3153
Location: New york
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Posted: Mon, 26th May 2014 01:02 Post subject: |
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StarDrive v1.15 Update and Crack-3DM
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Posted: Mon, 26th May 2014 02:02 Post subject: |
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A-A wrote: | StarDrive v1.15 Update and Crack-3DM |
? did they add all the features they pulled back or something 
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A-A
Posts: 3153
Location: New york
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Posted: Mon, 26th May 2014 02:16 Post subject: |
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Quote: | Patch 1.15 patch notes
Fixed an issue with the Fletchette cannon not damaging ships
Increased the 'time-out range' of all weapons by 25%.
You may have noticed your missiles exploding prematurely and other projectiles disappearing before they reached their target, therefore resulting in misses. This was due to the 'time-out' range of projectiles in the engine being equal to the maximum firing range of that weapon, so your ships fire on inevitably moving enemies at a range that means the projectiles can't travel far enough to hit them. This change will result in more satisfying projectile behavior, as projectiles fired at a moving ship that is in range will no longer time out before the target is reached when fired at maximum engagement range unless the enemy ship performs successful evasive manoeuvres.
The automated freighter system has been patched so that it will no longer assign freighter-class vessels with no cargo capacity to carry cargo.
This means that vessels designed on freighter hulls but purposed for other uses (e.g. supply ships, repair ships, 'Q-ship' warships) will no longer have their user-assigned orders overridden by the auto-freight AI if enabled.
Adjusted the AI's desired ratio of ships to ensure mixed fleets.
This now results in the AI splitting its proportions roughly between: Capitals: 3, Cruisers: 5, Frigates: 7, Fighters: 7, Dedicated Bombers: 1. This means that, given 23 ships, the ratio would break down like that. This should result in some more mixed AI fleets, and fix the issue seen at present wherein the AI is only fielding the largest ship type available at once. Expect more dangerous enemies with mixed target types - bring some anti-fighter cannons!
Flak Cannons are now proximity fused.
They therefore do not require direct hits to detonate anymore, and instead detonate either in proximity to any enemy vessel, or at their maximum pre-determined range, so they can be used as area-suppression weapons against fighter swarms.
Enabled the use of the "ProjectileRadius" tag in weapons files. This will work on any weapons that modders may want to add this functionality to.
Removed the requirement that you need money to rush production. |
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