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  • ...iven directly in numbers, so the armor value is simply subtracted from the attack damage.<br/> ...x (Armor Boosts) - (Attackers Armor Piercing)) but to never be less then (Attack of Attacking Ship) x 0.2<br/>
    6 KB (974 words) - 13:18, 24 February 2015
  • ...or both had never been seen before. Now only bots that have been seen can attack cryopods, and only cryopods that have been seen can be attacked. ...too, though not very much. Anyway, the point is to make the day-1 stats (attack, not just health) a bit more different between the difficulties.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • ...so if that's happening really early in the game you probably just need to attack more. ** And then after that you get AIP, threat, and attack, which are in many ways in order of importance there, too.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • **chainlight: Summons an invulnerable golem with a chain lightning attack * Raijin Golem primary attack changed following some tester feedback
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...even more of a presence than what I had originally suggested, letting them attack adjacent planets and all sorts of cool things. ...attacked in an overwhelming fashion, and to group up and circle around to attack you in a better spot.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...years of community feedback. Basically if you lost your whole fleet in an attack it could take a long time to rebuild but often there wasn't much actual dan ...re made for 8.0, especially it's pushing an advantage during a large-scale attack. Balance dials have also been cranked to even-more-painful levels, and as
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * Fixed some bugs where normal AI retreat/attack/etc orders were being sent to hybrids, which could cause dancing and indeci ** This will particularly help ships in Attack-Move actually start firing on targets (and stop moving) as they come into r
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...le barrier between them and the rest of the chunk; but since enemies don't attack slimes, unlike something like a crate, this makes it solely the player's op * _Substantially_ changed the math on how the player equipment attack powers are calculated. Hopefully this did not introduce any new bugs, but
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ...all determined relative to one another, we were able to adjust two central multipliers to affect the following changes: *** Seeded like Black Hole Machines, etc. Doubles attack power of all allied (i.e. AI) units on planet.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...tem name instead of ???.<br/>This ability does indicate which wormhole the attack wave will emerge from. ...rmor Damage x:</b> || Every time this ships attack hits an enemy ship, the attack does the listed [[Armor]] Damage to the ship's armor as well as the normal
    17 KB (2,941 words) - 22:08, 1 February 2015
  • ...s implemented: the queuing of some certain kinds of orders after movement, attack, traverse-wormhole, or whatever. ** Set Attack-Move Mode on or off
    394 KB (67,204 words) - 16:22, 13 April 2021
  • Most military ships get an [[AI War:Attack Multipliers|attack multiplier]] against 3 or 4 Hull Types. Ships that get no hull bonuses tend Note that Attack Multipliers are not tied to the type of ammunition a ship fires, although a ship can be
    4 KB (544 words) - 20:20, 15 May 2015
  • * Fixed a bug that was causing the enemy health and damage multipliers (as you go down in floors) to not work properly on Misery difficulty. * Berserker no longer gives 5% attack speed per kill for the duration of a room (it was breaking everything we ho
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...ster]] || valign="top" | Strong fighter in its own right, it also gives an attack bonus to nearby ships on your team.<br/>The [[Armor and Munitions Boosts#Bo ...boosters will support a larger fleet. Higher marks provide greater damage multipliers to more ships at longer range.
    2 KB (281 words) - 11:45, 16 February 2015
  • ...they re-cloak, the shot will hit them. Additionally, if an area of effect attack is planet-wide or simply happens to hit the area that the cloaked ship is i ...then the multipliers are cumulatively applied (aka, if both are 70% speed multipliers, it would be 0.7*0.7 = 49% as the final multiplier).
    18 KB (3,012 words) - 21:16, 7 August 2022
  • ...everything else:''' Starships and fortresses and similar can act as force multipliers, which is a big problem. But even those that are not tend to be more effec '''Use force-multipliers of your own:''' Munitions boosters, the fleet starships, leech starships -
    14 KB (2,437 words) - 19:50, 1 February 2015
  • ...s the "Strong Vs and Weak Vs" display in favor of both the raw hull attack multipliers display and a new [[AI War:STATS_Button_Overview#Reference_Tab |Reference t
    2 KB (379 words) - 02:16, 26 August 2016
  • ...ts default is to 80. The higher marks will auto-increase based on central multipliers. The rest of the ship data is unchanged by this, and your mod won't be era ** Higher-mark caps are calculated based on multipliers defined on the Balance_MarkLevel table.
    9 KB (1,629 words) - 18:53, 27 October 2019
  • * Fixed a bug where if you changed the attack color of a unit, and then went back into the loadout screen, it would reset * Fixed an issue where your saved changes to the attack colors of units were never being loaded back out of savegames. Facepalm.
    173 KB (29,819 words) - 20:55, 17 June 2024
  • ...ernova weapon added. Requires 10 weapon points to fire (via primary weapon attack). Unleashes a supernova blast centered on itself with effectively planetary **Draugr's gravity generator now has the same range as its attack
    126 KB (20,934 words) - 21:28, 22 April 2022

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