
- #Stardrive 2 trainer 1.2 manual
- #Stardrive 2 trainer 1.2 Patch
- #Stardrive 2 trainer 1.2 upgrade
- #Stardrive 2 trainer 1.2 code
#Stardrive 2 trainer 1.2 manual

The AI won’t strictly insist upon forming an invasion force in a guaranteed safe spot they’ll now be willing to form up in enemy territory as long as it thinks it is safe enough They’ll hang out for a while now to re-arm and repair while guarding against a counter-attack The AI won’t be so quick to pull forces back from a freshly captured colony to prepare a new invasion force. If an AI fleet is equipped with bombs, then it will now use all of its bombs to soften up ground defenses before landing its troops.you might get a red galaxy or a blue-ish or green-ish one. Changed the stellar backdrop on the strategy map to be more vivid, and to have some variations possible between games i.e.Changed several user interface Sound FX that were jarring when wearing headphones.Ship performance bonuses for Noxium and Helium 3 are now properly reflected in the shipyard.Traveling through wormholes is now instantaneous previously ships would be shown to quickly move across the galaxy, but this could cause some problems if a manual combat occurred elsewhere while a ship was in transit this change eliminates any bugs associated with this scenario.

Construction ships will no longer merge into orbiting fleets upon construction at a colony likewise they can no longer be merged into combat fleets.Added UI indicators for situations when you have enough food to feed your empire but not enough freighters to transport it all where you need it.Fleet ETA and fuel UI indicators now appear next to the fleet icon rather than next to the destination point to keep things less cluttered.Ships gain accuracy bonuses at very close ranges now.Previously the early level-ups provided larger bonuses than later level-ups. Changed the formula for calculating a ship’s accuracy to have a smoother curve as the ship levels up.

When you add something to a planetary build queue while you’re already building trade goods, the trade goods will now automatically be removed from the build queue.Colonies with empty build queues will now automatically build trade goods when they have empty queues.Tech Costs have been scaled up to slow down the pace of discovery in the mid-game.

#Stardrive 2 trainer 1.2 code
#Stardrive 2 trainer 1.2 upgrade
Hopefully the upgrade from Unity 4 to Unity 5 won't cause any headaches - I've tested the hell out of it and things look solid, but there could be some unknown thing lurking out there.
#Stardrive 2 trainer 1.2 Patch
We're getting ready to launch our DLC out here soon, so in anticipation of that I've got a big patch here to bring things into line.
