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Misc balance / Fixed cross-planet sector 'lock'
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@ -2459,8 +2459,8 @@ public class UnitTypes{
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treadPullOffset = 3;
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speed = 0.75f;
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rotateSpeed = 3.5f;
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health = 840;
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armor = 5f;
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health = 850;
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armor = 6f;
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itemCapacity = 0;
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treadRects = new Rect[]{new Rect(12 - 32f, 7 - 32f, 14, 51)};
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researchCostMultiplier = 0f;
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@ -2471,7 +2471,7 @@ public class UnitTypes{
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shootY = 4.5f;
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recoil = 1f;
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rotate = true;
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rotateSpeed = 1.7f;
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rotateSpeed = 2.2f;
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mirror = false;
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x = 0f;
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y = -0.75f;
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@ -2653,7 +2653,7 @@ public class UnitTypes{
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weapons.add(new Weapon("vanquish-weapon"){{
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shootSound = Sounds.mediumCannon;
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layerOffset = 0.0001f;
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reload = 110f;
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reload = 90f;
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shootY = 71f / 4f;
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shake = 5f;
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recoil = 4f;
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@ -3534,7 +3534,7 @@ public class UnitTypes{
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accel = 0.09f;
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health = 600f;
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armor = 3f;
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armor = 1f;
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hitSize = 11f;
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engineOffset = 7f;
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engineSize = 2f;
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@ -3542,9 +3542,6 @@ public class UnitTypes{
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useEngineElevation = false;
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researchCostMultiplier = 0f;
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//does this look better?
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//engineColor = Pal.sapBullet;
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abilities.add(new MoveEffectAbility(0f, -7f, Pal.sapBulletBack, Fx.missileTrailShort, 4f){{
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teamColor = true;
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}});
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@ -3574,7 +3571,7 @@ public class UnitTypes{
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shoot = new ShootSpread(2, 11f);
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bullet = new BasicBulletType(5f, 20){{
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bullet = new BasicBulletType(5f, 18){{
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homingPower = 0.19f;
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homingDelay = 4f;
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width = 7f;
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@ -146,10 +146,16 @@ public class Universe{
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turn++;
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int newSecondsPassed = (int)(turnDuration / 60);
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Planet current = state.getPlanet();
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//update relevant sectors
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for(Planet planet : content.planets()){
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//planets with different wave simulation status are not updated
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if(current != null && current.allowWaveSimulation != planet.allowWaveSimulation){
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continue;
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}
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//first pass: clear import stats
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for(Sector sector : planet.sectors){
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if(sector.hasBase() && !sector.isBeingPlayed()){
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@ -1179,7 +1179,7 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
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//make sure there are no under-attack sectors (other than this one)
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for(Planet planet : content.planets()){
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if(!planet.allowWaveSimulation && !debugSelect){
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if(!planet.allowWaveSimulation && !debugSelect && planet.allowWaveSimulation == sector.planet.allowWaveSimulation){
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//if there are two or more attacked sectors... something went wrong, don't show the dialog to prevent softlock
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Sector attacked = planet.sectors.find(s -> s.isAttacked() && s != sector);
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if(attacked != null && planet.sectors.count(s -> s.isAttacked()) < 2){
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