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  • -All force fields, exoshields, and the fortress now have infinite engine health. ...en reversed. This makes it possible for counter-shooters to protect force fields.
    14 KB (2,434 words) - 13:39, 1 February 2015
  • ...ps (special forces command posts, astro train stations, ion cannons, force fields, fortresses, warp gates, and all of the specialized/capturable ships like a ...e fields (except for ships like infiltrators, which can fire through force fields anyway, and so disregard this).
    13 KB (2,246 words) - 13:36, 1 February 2015
  • ** Change 1: Made it so that strong force fields no longer block enemy ships from passing through them -- on either side. S ...lock enemy ships due to those ships sometimes "sticking" against the force fields. The reason ships would stick is because of the coarseness of the distance
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...the AI during tutorials. This makes it so that the PG does not show up in force and decimate new players in Midlander. ...ed by some mods. That code branch is now marked as deprecated, which will force mod authors to recompile when they start using this method, with instructio
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...pted to AIW2 as a separate faction, and it's learned some new tricks about force composition. ...ill probably hide fairly far away, but as it grows relative to your border force strength it will creep closer.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...the shot was short-range enough, if the shot was directed straight at the force field itself, or sometimes if the mode was Fast & Dangerous. Fixed. ...since cutlasses cannot be repaired). Mobile Force Fields (Mark III force fields) also now have infinite engine health.
    18 KB (3,048 words) - 19:47, 1 February 2015
  • ...hip mounted force fields as described in [[AI War:Force Field Interactions|Force Field Interactions]].
    8 KB (1,287 words) - 12:39, 4 November 2018
  • ...orcefields as shields shrink. It also keeps forcefields from being such a force-multiplier that it really throws off the strength ratios that ships have. ...e the cap increase as science is spent. This also allows things like Force Fields to have their caps go up as command stations level up
    278 KB (47,062 words) - 16:30, 11 October 2019
  • * Logistics Command Stations now no longer generate a force field, but instead halve the speed of all enemy ships on the planet (in add ...ig improvement over the old system, where you had to build up overwhelming force and win all in one big push; again, that tended to be either too hard or to
    151 KB (24,808 words) - 19:48, 1 February 2015
  • * The hunter fleet is now allowed to forcibly decloak its enemies, since the force-decloak flag is now cleared by units leaving their current planet ** Useful mainly for developers. Reads a few xml bits out of specific fields we might want to change frequently.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...s are now immune to Fusion's shield bypass, just like regular bubble force fields ...sitive and negative speed boosts for allies and enemies, using the new XML fields allied_speed_flat_bonus, allied_speed_flat_bonus_added_per_mark, hostile_sp
    126 KB (20,934 words) - 21:28, 22 April 2022
  • Tachyon fields are a form of radiation that hit all enemy ships within a certain area arou ...increase the cloaking strength of your ships, raid the system with a small force to remove the tachyon generators, or move quickly away from the sources of
    18 KB (3,012 words) - 21:16, 7 August 2022
  • ...truction when a planet was swarmed and totally outnumbered by an attacking force, and artificially prolonged the time it took for planets to actually be cap ...cause none of the attacking races was bothering to send an actual invasion force (with transports and troops).
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...ry few seconds? Maybe I'm trying a little too much, I usually send a smash force of capped fighter 2s/3s and wipe all command centers adjacent to me and try ...apture, when I do get around to building on them each of those might get a force field around their command station, but probably not. Most likely I'll jus
    20 KB (3,556 words) - 19:50, 1 February 2015
  • ...n be Hostile to the player, but aren't part of the AI's coordinated attack force * Previously it wasn't possible to mod in custom fields for factions and have them display in the UI without also altering the lobb
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...reinforcements to arrive, kill the bombers, and provide time for a proper force field to be rebuilt, rather than the planet being lost. These things are e ...current planet, making them much easier to hit. Also disables enemy force fields.
    30 KB (4,946 words) - 14:07, 8 March 2015
  • -The options to force software sound/music mixing have been removed, as they are not actually nee ...f one player was looking at a force field when new ships were added or the force field went down, and other players were not. Fixed.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • ...nt level increases.<br/>A Shard Reactor has 4 Small, 2 Medium, and 1 Large(Force Field) module slots.<br/>Part of the [[Fallen Spire Campaign]]. ...or Beams Reclamation Paralysis Attacks Transport Swallow Force Fields Nuclear Explosions Being Insta-Killed EMPs || align="center" |
    15 KB (1,666 words) - 23:53, 9 April 2012
  • ...current planet, making them much easier to hit. Also disables enemy force fields. ...t players go into energy debt with these, causing brownouts of their force fields while the excess zenith ships are in use, since getting enough energy to co
    28 KB (4,560 words) - 19:50, 1 February 2015
  • ..., Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Being Insta-Killed, Repair || {{AlgCtr}} | | '''Armor Inhibitor:''' || Reduces the armor to 0 and disables all Force Fields and Shields on all enemy-to-AI units on the planet.
    12 KB (1,903 words) - 14:24, 17 January 2017

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