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At that point, the clicker will click the mouse at the rate you set, and it will click wherever the mouse is hovering. Auto Key Clicker is a small program that I wrote in my spare time, which sends specified text and/or mouse clicks at a designated rate. Get Auto Mouse alternative downloads. Auto Mouse Clicker 2.0; Auto Keyboard Presser 1.9; Auto Typer 1.1; Useful Computer Tools.

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Touch the tracker to click with the cursor. Auto mouse 1.3 keygen. Auto Land Toggle - RAlt + N Auto Land - N (hold) Ship Systems. We are not liable for any loss caused by the operations that do not comply with the Manual.

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Game *No Mouse Needed Default Controls: Spacebar - Select Esc - Back Player 1 Arrow. Auto Key Clicker download next page. Exotic Imp-orts will be unlocked permanently once purchased, and will stick around through portals. An automatic mouse utility which clicks or double-clicks on a set interval.

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Beta 1.4 has arrived

Download the latest version of the game from: https://rayfowler.itch.io/remnants-of-the-precursors
New players can watch this tutorial series: https://www.youtube.com/playlist?list=PL8cNlze3fGQhHiDs-eGpp6asJYdoBcp_n
Some nice fixes today in ship combat, plus a lot of little stuff pointed out as well. I try to keep up, but today I failed. You guys are doing great!
For people unfamiliar with my testing cycles, daily updates should be expected as long as bug reports are coming in. What I'm trying to say is that I hate bugs.
There were 262 downloads of the game since the last patch
Beta 1.4 changes:
  • Stargate maintenance is now an empire-wide expense spread out evenly to all colonies. The colony listing now has an entry for the pct of your empire production that is being spent on stargates.
  • Hovering over the ECO slider will now always show expected pop growth. Previously, it was not showing this when expected pop growth was zero. Some people just want to be disappointed, I guess.
  • When a space monster destroys a colony and degrades the planet type, the planetary waste levels will drop to stay below the new maximum waste levels for the planet. This was causing negative planetary sizes when unclean Silicoid colonies were munched.
  • When a monster eats a colony, every empire now knows there is a new uncolonized planet available for the taking. GNN has a big mouth.
  • In combat, when you are out of bombs, it will say "Out of Bombs" instead of "Out of Missiles".
  • AI Ship targeting has been tweaked to be more likely to focus on enemy fleets that can harm it, as opposed to those it can do the most harm to.
  • Desired range for firing weapons has been improved so that AI ships containing a mix of missiles and weapons won't just hang back until their missiles are gone. These types of ships will move forward more aggressively than before.
  • Weapon and damage animations have been sped up considerably when you are "Auto-Playing" the combat. Huzzah!
  • Multi-shot weapons were doing too much damage. This has been fixed.
  • When your weapon and bomb attacks successfully hit but cannot penetrate the target's deflector shields, the damage message will now say "Deflected" instead of "Miss".
  • In combat, right-clicking the mouse will now more accurately auto-move your mouse cursor to the current stack and highlight the "Turn Done" button. Try this out sometime.
  • The "Pause" button on the Ship Combat screen will never be grayed out.
  • The four random events that give periodic updates (Comet, Pirates, Plague, Supernova) will no longer give an update if it happens to also be on the turn that the event is completed.
  • The Supernova event announcement now gives an indication which empire is affected by it.
  • The problem with a selected colony on the map not being selected when you go to the Colony listing should be fixed. It had to do with the colony listing not pre-scrolling down for colonies further down the list.
  • When scrolling on the colony listing, the colony selection will continue to scroll up (or down) even after the scroll bar has reached its end. This returns the scrolling behavior back to its Alpha 5 state.
  • On the system informational panel in the Systems screen, an asteroid system will now properly say "No Colonizable Planets" instead of "Uncolonized".
  • The range for allied colonies will no longer say "O Light-Years". It will instead say "Allied Colony".
  • The size of the hovering "box" for star systems on the galaxy map will now match the colored "ownership" circle around it. Easier to click!
  • A couple of miscellaneous exceptions were fixed.
  • When you win the Galactic Council vote, the tendency of AI Empires to rebel has been overhauled. It now goes like this:
    If you've colonized Orion - no one rebels. Your allies will never rebel. Those who voted for you will never rebel. Pacifists will never rebel. Honorable leaders will never rebel if you have a pact with them. Xenophobes will always rebel if you are at war with them. Everyone else is a pct chance, with Aggressive, Xenophobic and Erratic leaders most likely to rebel. Pro Tip: Defeating the Guardian is the most direct path to a quick Council victory.
Beta 1.3 changes:
  • Systems with Iced Tea PulseAudio will now properly play sound files. Jeremy McKay and I both had a fix for this but I liked his change better so he gets the credit. His was done correctly while mine was more of a Gorilla-typing-at-a-keyboard attempt.
  • As a result of the Guardian Ship change in 1.2, every ship entering the Orion system was getting a scan of the planet. This was giving the first arrival some free techs. Your fun has been officially cancelled.
  • If an AI signs a peace treaty with you or another AI, he will respect that treaty for its duration, even if his allies want him to rejoin. I didn't do all of that work getting "war weariness" into the game only to have some needy ally throw it all away.
  • Smashing the "N" key at the start of the game like a madman will no longer trigger Next Turn processing so fast that the game complains.
  • An error triggered when retreating after combat has been resolved.
  • If you are "trespassing" in a system for an empire you currently at war with you, the game is no longer going to alert you that their ambassador is mad at you. We're pretty sure you are aware.
  • AI ships equipping only missile weapons will now retreat from the battle when their missiles are expended.
  • OH. Guess what. A last-minute pre-beta change for the AI to balance a ship's weapons across all 4 slots had the unintended effect (some might call it a bug but I call it guaranteed employment) of AI ships only firing one weapon slot per round. This is now fixed, which means that, on average, AI ships will now hit you 4 times as hard. Grats.
  • When saving a ship design, any weapons that you have added that have zero quantity will be reset to "No Weapon"
  • Can't find that system you selected? Well, the selection circle will now pulse at you. Still can't find it? ok. Double-clicking on the system's graphic pane will now automatically recenter the map on that system.
  • The Human Diplomat no longer has a mysterious black thing on her shoulder while talking. I think it was a tiny Darlok telling her what to say.
  • Gauss Autocannon has a shorter description to play nice on the tech selection screen.
  • You can no longer hover on systems behind the System information panel on the Systems screen.
  • When clearing a ship design on the design screen, weapon counts will now be properly set back to zero. You can no longer accidentally create a ship with 12 nothings in slot 3.
Beta 1.2 changes:
  • Some OpenJDK/Ubuntu systems were not able to start the game because of incompatibilites with Ubuntu's audio system. Jeremy McKay experienced this problem and fixed it for me. Ahhh, the wonders of open source!
  • An error during Next Turn caused by a bombardment between two empires not at war was fixed. They will now properly get angry at each other rather than waiting around while you send me an email with the save.
  • An error caused when using the Fleet UI to send transports from one system to itself was fixed. This is why I shouldn't test my games because I never thought of doing that.
  • An error caused when AI spies were trying to commit sabotage on a system that had just been destroyed. It was being munched by a space monster in the save sent to me. Fixed.
  • The system panel for alien empires will now properly show colony information if you have a ship in orbit.
  • An issue with the Ship Combat prompt showing the incorrect terrain image for the affected system has been fixed.
  • A error ending the game with a military victory was fixed. You will now get the proper game over message. Your fallen AI enemies will now get the Black Screen of Death.
  • The Guardian Ship will now stay dead. Then you can get all of that glorious loot and karma.
  • If you use the Fleet UI override a transport sent on the main map, it will work.
  • An infrequent error caused in ship combat with the Space Crystal is now fixed. You will now get to watch in horror as he mercilessly destroys your stacks of small and medium ships.
  • Speaking of the Space Crystal, he's a little tougher. He won't be such a cakewalk for large ships with auto-repair. His attacks will now gradually weaken both your battle computers and your auto-repair ability, so don't dilly-dally around. Anyone who has faced the Crystal knows he doesn't dilly-dally around. He's always in a hurry.
  • The ship overlay information on the Ship Combat UI will now reflect the selected target's capabilities, not the capabilities of its ship design. This is because some of those capabilities can be altered during combat.
  • When the game is trying to nicely reallocate spending for you when something is completed on a system, it will no longer expect Silicoid players to pay for Soil Enrichment. In addition, when Silicoid players learn the Soil Enrichment tech, they will not be prompted to update ECO spending on their colonies. You know, the ECO tree for the Silicoids just plain sucks.

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