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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
  • ...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
  • ***Found in your ships tool tip as "Attack Multiplier" and in the [[AI War:STATS_Button_Overview#Reference_Tab|referen ...ities (like immunity to missiles), Force Fields protecting the target or , Attack Ship Immunities (like Forcefield Immunity) will affect the final damage num
    4 KB (674 words) - 19:48, 1 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
  • ...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
  • ...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
  • ...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
  • * 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
  • ...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
  • ...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
  • 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

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