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  • ...n the form of new warheads, new mercenaries, new turrets, and new lines of command stations. ...ships is our new emphasis on larger centerpieces. The AIs have massive new command stations and guard posts, as well as mobile Guardians that not only defend
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...selects according to its tier (basic combat ship, advanced combat ship, or command ship) rather than according to its splinter faction race. ...k" message is now broader and should encompass all ways in which a command station can take damage, notably including plasma-siege under-forcefield splash dam
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...The other expected result is the AI acting more sensibly when its command station has been prematuraly destroyed or when ships are freed from a guard post. * In multiplayer games, all player-controlled command stations now automatically fold out into mobile builders for allied players
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...Hacking" mechanic whereby you can hack an AI-controlled Advanced Research Station so that when you later capture it you can select from one of three randomly ...wave interval (which impacts wave size), re-imagining the Military Command Station's weaponry, and adding the new per-planet-cap'd Minifortress.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...to make a conscious decision (either in destroying the post or the command station) for that to happen. * Logistics Command Stations now no longer generate a force field, but instead halve the speed
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...tation now have new, larger graphics and icons. This includes the command station cores. This makes them more attractive, but also easier to see and select ...: Orbital Mass Driver (and related shot), Distribution Node, Gravity Drill Station, AI Co-Processor, replacement SuperFortress and SuperFortress
    107 KB (17,661 words) - 11:54, 16 September 2017
  • * Peltians already had a 10x boost to orbital bombardment effectiveness, but that has now been increased to 100x. * Fixed a typo in the Orbital Bomber ability tooltip.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * Fix a bug where things were Autobuilding before the Command Station had finished building * Command Station changes.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Fix a bug where the remains of Logistical Command Stations were still granting vision ** Command stations are fine for now.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...ced by the AI central command, has survived. These are the forces you will command. The AI subcommanders will fight you to the death when they see you -- but ...heavy defenses. Best ship class for hitting force fields and the final AI command stations.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...heavy defenses. Best ship class for hitting force fields and the final AI command stations. ...ship that repairs itself when it damages enemies. Unless issued a specific command by its controller, it will automatically attack nearby enemies.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ...500. All the better to slip through a gap in the player defenses and snipe command stations. *Increased orbital speed of necrobombs from 10 to 12
    126 KB (20,934 words) - 21:28, 22 April 2022
  • '''Q:''' Does The AI Progress Go Up When I Lose A Command Station? ...is is the case, but you don't have to worry about that. You can lose your command stations as many times as you want, and AI Progress won't go up -- your eco
    15 KB (2,573 words) - 15:05, 24 April 2015
  • * Spawning ships at the command station or randomly at the edge of the gravity well. |This device hacks into an Advanced Research Station (while the planet and station are still under AI Control) if left stationary in the system with the ARS f
    13 KB (2,173 words) - 05:59, 28 July 2016
  • * Troop Accelerators now die with the Command Station. * Fix a number of places where the 'Game Command Issued' noise was being played incorrectly
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ** Orbital Mass Drivers are now 6x more expensive. ...ow just generally great against small, light craft in addition to turrets, command stations, and structural stuff.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...particular when its ships were on player planets, but also when attacking command stations of AI players in general. ...state. This works for all of the ships that actually pauseable (i.e. not command stations or colony ships) but should work for the others just fine (includi
    66 KB (10,612 words) - 11:54, 16 September 2017
  • .... The Avenger is incredibly powerful, and will go straight for human home command stations. ...the respective ai core command station is destroyed. If the core command station has already been destroyed, the plot cannot be triggered for that ai player
    41 KB (6,639 words) - 19:47, 1 February 2015
  • **reduced the orbital rotation of it and its embrasure wards ** You can do this by using the following command in-game: [enter]cmd:makequickstart
    125 KB (19,795 words) - 19:05, 22 June 2024
  • ...ry are destroyed (or if all Human [[AI War:Orbital Command Station|Orbital Command Stations]] adjacent to warp gates are destroyed), the AI will send waves on ...Warp Detection ability. All Human [[AI War:Orbital Command Station|Orbital Command Stations]] has that ability. Several mobile military units also have it, su
    5 KB (878 words) - 14:09, 29 November 2016

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