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  • ...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
  • -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
  • ...the jumpship until the player shrinks or destroys the [[AI_War:Force_Field|Force Field]].
    8 KB (1,023 words) - 13:18, 28 October 2017
  • ...or Beams Reclamation Paralysis Attacks Transport Swallow Force Fields Nuclear Explosions Being Insta-Killed EMPs || align="center" | ..." | 0 || align="left" | Regen Time 01:00 || align="center" | [[Force Field|Force Field MkII]] || align="center" | L(FF)
    15 KB (1,652 words) - 23:20, 10 April 2012
  • ...new ability is available from very early in the game, which allows you to force some NPCs into conversation even if they don't want to talk to you. ...urroundings in a light-to-moderate way, without them feeling like they can force every unit on the map to give them some inane response.
    239 KB (41,941 words) - 18:39, 26 September 2024
  • * Continue to reduce the number of host-only fields that are sent to the clients in MP. This should be a slight performance imp * Alerted Eyes are now force-sync'd to clients more often
    134 KB (21,319 words) - 20:30, 14 September 2024
  • ...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
  • ...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
  • * Added the following two fields to AI types: percentage_out_of_100_of_planets_to_have_half_cap_turrets_and_ ** Previously it was "players have a big force X distance away from planets they own."
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...rInfiltrator.png|left|Infiltrator]] || valign="top" | Passes through force fields and fires small, armor-piercing shots. Best in huge swarms. ...rce Field]]-protected target needs to be taken down as they ignore enemy [[Force Field]]s and can fire right through them.
    2 KB (411 words) - 11:43, 16 February 2015
  • ...gh health and provides a mini force field to protect allied ships.<br/>Its force field does not reduce the attack power of protected ships. ...eserve Ships]]. Doing so will distribute damage over many individual force-fields and keep them alive for future repair. This tactic can also apply when ente
    1 KB (198 words) - 12:10, 16 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
  • ...Their costs have been reduced a bit, they now have bonuses against force fields, starships, and heavy defense, their attack power has been doubled, their -made Stay-At-MRS node not affect ships of the official force-field-generator line, to avoid untimely loss of home command stations
    41 KB (6,639 words) - 19:47, 1 February 2015
  • Shield Module -> [[AI War:Force Field|Force Field]]<br/> ...Cannot be re-aimed during firing, so moving targets often escape the full force of the beam. Targets that fail to evade suffer tremendous damage.||{{Na}}|
    59 KB (6,126 words) - 13:37, 30 September 2017
  • ...in terms of building count. Let's see tons of citizens without the brute force of just slamming down as many buildings as possible. ...ir sort next to each other, and all types of solar panels work best in big fields of themselves, too.
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ...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
  • ...ormhole and nothing will get through. Pair this with turrets or a standing force of mobile ships, and most waves of enemies are likely to meet a quick end. '''''Force Fields''''': Force fields displace enemy units, which can be supremely useful at barricading wormhole
    4 KB (726 words) - 14:14, 1 February 2015
  • ...it temporarily disables all mines, and it temporarily takes down all force fields. These effects last for about thirty seconds or more, depending on the mk ...in those situations, it can sometimes be very tricky to take out the force fields with bombers alone). This can also be used as an effective way to do a gat
    6 KB (1,154 words) - 14:06, 1 February 2015

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