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  • ...attack enemy ships mercilessly until they die. Zombie bots will travel to enemy planets if no enemies present, and are immune to reclamation. This guardia
    734 bytes (105 words) - 23:06, 13 August 2013
  • difficult enemy types appear '''slightly''' more often difficult enemy types & traps appear '''somewhat''' more often
    3 KB (445 words) - 09:18, 2 June 2016
  • ** Crucial for scouting enemy planets and gathering intel data. Be sure to bring at least one scout with ** Tiny fighters best in swarms. Reveals any cloaked enemy ships they come near.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ** Crucial for scouting enemy planets and gathering intel data. Be sure to bring at least one scout with ** Tiny fighters best in swarms. Reveals any cloaked enemy ships they come near.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • }}The basic energy weapon for making individual enemy units go away. ...istance. It lacks the punch to be truly effective against heavily-shielded bots.
    629 bytes (74 words) - 13:33, 13 October 2013
  • ...selling parts (bonus unknown), since credit income is limited by number of bots killed and items sold, this can be an useful advantage. # Occasionally, enemy bots will take advantage of Tuck's knowledge of mission targets. This can be es
    7 KB (1,170 words) - 09:52, 12 June 2015
  • *** Hacking enemy targets at a planet. ** Same deal with DLC2 and the drone automated construction bots, and again another outguard group.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...ugh_enemy_shields on systems, which lets specific ship weapons just ignore enemy forcefields for purposes of their attacks. * If there is more than twice the "enemy" strength on an AI planet ("enemy" here meaning you-the-player, your friends, or mutual enemies of you and th
    186 KB (31,438 words) - 17:26, 13 July 2020
  • * Fixed a longstanding issue where if an enemy had their weapon right up against an obstacle, they could shoot through tha ...een is a lot clearer about what is going on now; why you must destroy some bots and not others, etc.
    79 KB (13,456 words) - 16:18, 24 August 2016
  • ...erjet]] || valign="top" | Blazing fast cloaked fighter that can grapple an enemy ship and drag it. ...ng etherjets give players a new tactical option in the ability to maneuver enemy fleetships. Effective tactics include deliberately dragging stand-off artil
    2 KB (374 words) - 11:40, 16 February 2015
  • }}Short Story: free action, disables enemy movement, 3-turn cooldown. ...it hits. Further, firing the weapon is a "free action" because the other bots are too surprised to respond. The weapon itself is so astonished that it E
    2 KB (230 words) - 11:29, 17 August 2019
  • ...age while your parasite/leach/nanoswarm units need only one hit to tag the enemy for reclamation. ...that it reclaims units at full health and its' reclaimed units are zombie bots. See [[AI War:Golems|Botnet Golem]] for more info.
    2 KB (386 words) - 19:49, 1 February 2015
  • ...gn="top" | Large, high-health, slow ship temporarily halts the movement of enemy ships with every hit of its short-range, rapid-fire energy bursts. Best us
    2 KB (274 words) - 10:48, 26 October 2018
  • ...effective at putting out fires around the galaxy, or at least distracting enemy forces until the real cavalry comes.
    2 KB (300 words) - 12:00, 16 February 2015
  • }}Sprays bullets directly at a single enemy. ...t the Light Machine Gun is most commonly used for killing lightly-shielded bots and destroying cover or other things that can't shoot back, conserving ammo
    652 bytes (74 words) - 13:34, 13 October 2013
  • ...ou. If the target survives, you will be hurt; on higher difficulties enemy bots can deal so much damage that letting them shoot you in order to provoke the
    1 KB (154 words) - 11:24, 17 August 2019

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