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  • ...me: the endgame has been completely overhauled for AI War. Previously, the home planets for the AI were always very similar to one another, and often they ...that things were too centralized on a single unit on those planets: the AI home command stations. You had to destroy those, and that was really the only go
    8 KB (1,442 words) - 02:58, 17 June 2016
  • ** Home Human Settlement got the cubemap treatment, it was boring dark. * Potentially make fireteams more willing to press home an attack until all the enemies are dead
    186 KB (31,438 words) - 17:26, 13 July 2020
  • Xenoarchaeology, Home Command Xenoarchaeology, Home Command
    7 KB (1,090 words) - 12:44, 27 February 2015
  • ...ly 3-4 wormholes per adjacent planet, but one is simply going back to your home planet obviously). Off the bat you probably say build at least 1 tractor pe ...4 that our team of four had, and I lost all 6 of my planets (including my home) in one big sweep. Whoops. But then it's a matter of rebuilding (in multi
    20 KB (3,556 words) - 19:50, 1 February 2015
  • * The shadow thieves in the Forsaken Home now also steal your shovel (so THAT's how people were getting that in the o * The shadow thieves now show up outside the Forsaken Home to steal your stuff if you take the poison pill or otherwise restart in the
    78 KB (13,097 words) - 17:26, 2 February 2015
  • ...s in the tooltip of a fleet leader have been adjusted to clarify what is a Home and what is an actual Ship. * Some necromancer ship/home names normalized, short names in particular.
    124 KB (19,726 words) - 15:16, 19 June 2024
  • ...ever be strong enough to take it, until it did a cross-planet attack on my home. ...Level, there is risk that the AI ships might just come straight into your home planet from the world you failed to take. So, there are those sort of posi
    3 KB (531 words) - 14:03, 1 February 2015
  • ...plot. The Avenger is incredibly powerful, and will go straight for human home command stations. ...s had a ship cap of 2500 no matter what players did to try to neuter those home planets, etc. That is now still true for difficulty 9 and higher, but the
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...r the shard, one to go after the refugee outpost, and one to go after your home command station. Once the shard is back home, you can use it to build a Spire Colony Ship. This colony ship can in turn
    30 KB (5,095 words) - 15:36, 22 December 2016
  • == Player Home Force Field Generator == ...u start the game with one of these covering each of your [[Command Station|Home Command Stations]] and can not build them during the game.
    4 KB (605 words) - 00:13, 9 December 2013
  • *Skeleton Lord Homes create 3 Lords per home from 2 * The Sapper and Sapper Home models are a bit larger.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...ar in mind that one AI home world always try to be the furthest from Human home world. ...ean that one time in the game the roadblocking world will be one of the AI home world, with two core worlds on each side. Moreover, threatfleet and reinfor
    6 KB (1,073 words) - 03:25, 16 August 2016
  • ...r pieces, to the office section of home furniture (yeah this isn't exactly home furniture, but...). * Added two new office chairs to the office section of home furniture.
    79 KB (13,456 words) - 16:18, 24 August 2016
  • ...of the centerpiece. Otherwise there's no reason to bring said centerpiece home for repairs, it's just this strange invincible vessel to which lots of ship ..., then this should be filled with something shorter. Case in point is the home forcefield generator.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • * Set up an effective perimeter around all of the hostile wormholes on your home planet. * Capture most (or all) of the weak planets adjacent to your home planet, to help protect your core resource production facilities.
    7 KB (1,144 words) - 09:10, 17 April 2015
  • -AI Home planets now show up as Tech V in the galaxy map. ...es would sometimes get scrambled in a savegame after one player had lost a home planet, but the game was not yet over. Fixed.
    22 KB (3,797 words) - 13:38, 1 February 2015
  • ...lanet. This will encourage players to not cluster their reactors on their home planet, which will also make them harder (more interesting) to defend. Mos ...ally, if the player loses one home planet command station, then all of the home planet command stations that player controls are lost.
    16 KB (2,661 words) - 13:39, 1 February 2015
  • **Home Command Station ***Home Command Stations now generate 300/s metal and crystal rather than 80/s.
    1 KB (220 words) - 14:03, 1 February 2015
  • {{HOME}} The AI does not get any guardians at all on planets adjacent to the player home planets. This is consistent with ion cannons, AI Eyes, etc.
    4 KB (608 words) - 14:22, 16 June 2016
  • ...ble structures (like Advanced Factories, Fabricators, etc) other than your Home Command Station, and instead gets a bonus to the size of its Cross Planet A | Warp access: Has an Exo-Galaxy Wormhole on each player's home planet.
    24 KB (3,558 words) - 16:52, 18 May 2019

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