Onset sector
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@@ -672,6 +672,8 @@ sector.extractionOutpost.description = A remote outpost, constructed by the enem
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sector.impact0078.description = Here lie remnants of the interstellar transport vessel that first entered this system.\n\nSalvage as much as possible from the wreckage. Research any intact technology.
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sector.impact0078.description = Here lie remnants of the interstellar transport vessel that first entered this system.\n\nSalvage as much as possible from the wreckage. Research any intact technology.
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sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
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sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
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sector.onset.name = Onset
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status.burning.name = Burning
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status.burning.name = Burning
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status.freezing.name = Freezing
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status.freezing.name = Freezing
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status.wet.name = Wet
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status.wet.name = Wet
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BIN
core/assets/maps/onset.msav
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BIN
core/assets/maps/onset.msav
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@@ -112,12 +112,11 @@ public class SectorPresets{
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//endregion
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//endregion
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//region erekir
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//region erekir
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/*
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onset = new SectorPreset("onset", erekir, 10){{
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onset = new SectorPreset("onset", erekir, 15){{
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addStartingItems = true;
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addStartingItems = true;
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captureWave = 10;
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captureWave = 10;
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difficulty = 1;
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difficulty = 1;
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}};*/
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}};
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//endreigon
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//endreigon
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}
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}
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@@ -39,7 +39,7 @@ public class Tiles implements Iterable<Tile>{
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array[y*width + x] = tile;
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array[y*width + x] = tile;
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}
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}
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/** set a tile at a raw array position; does not range-check. use with caution. */
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/** set a tile at a raw array position; used for fast iteration / 1-D for-loops */
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public void seti(int i, Tile tile){
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public void seti(int i, Tile tile){
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array[i] = tile;
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array[i] = tile;
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}
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}
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