It's still at a very early stage and I don't know if it will work, so it's a secret for now.
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The update is mostly the debugger (the BC panel). The fixes were pretty minor (e.g. making some changes to one of the fonts).
Do you still have a file called msn.dat somewhere? If so, that has your progress. Put it in the same directory as the executable (Libcirc.exe).
That design looks okay, as long as you can point it in the right direction so the back doesn't get destroyed. 63% is a bit underpowered, though - you could try using a more powerful core (if you've unlocked the next one) and see if that makes it survive longer.
The replenish is low on the orange levels to require a different strategy - you need to use harvesters because it's not cost effective to build a new base at every well. It sounds like you're doing that, though.
Looking at your designs - it looks like the 3-armed base thing has interface objects on its core, which makes it vulnerable to enemies that shoot straight for the core. Maybe move them to the components on the ends - they will be vulnerable, but unless the enemies attack from all directions one or two of them should survive to protect the core.
The Warrior process has two problems. First, it's only 61% powered, so it will have problems using all of its objects at once. Try using a more powerful core (which will also make it more robust).
Second, the two components with just a move object and an interface object are weak points - they aren't protected by the process' interface, and if they are destroyed the rearmost components will also be lost. Maybe add new components to the side and move the interface/move objects there.
That's the template file save option, which saves all templates in a binary format for multiplayer. Those need the .tf extension. If you download the latest version of the game (v1.2) it changes some things to make it clearer how you're suppose to save and load the processes.
Have you tried saving using the editor and also giving the file a .c extension
I don't think it's that hard!
Try replacing the weak starting base with the tri_base (use the editor to copy and paste the source code, or just load tri_base.c into template 0). The enemies in the blue missions have a lot of trouble beating it...
Do you mean the first yellow mission?
If so, have you unlocked the interface object from the blue missions? Try using a commander or destroyer but replace a couple of the move objects with interface objects (remember to autocode afterwards!). The interface makes your processes last much longer.
Thanks! I'll keep these ideas in mind. But you can leave a game without exiting the program by clicking on "quit" in the System menu (the [Sy] tab). The latest version updates the tutorial to mention this.
A mac version is definitely possible, but I don't have a Mac to build it on. On github I'm working through some issues that some other people have had trying to build the game for Mac, though, and when those are sorted out I might ask if they can send me a binary to put up.