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  • ***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
  • ...e a line for the preferred target, then it was never explicitly ordered to attack a certain ship type. ...within range if they are in normal mode or attack-move mode, or they will attack preferred ships anywhere on the planet in free-roaming defender mode.
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...tToHumanTeam flag on a unit to prevent it from showing up in the Threat or Attack totals at the top of the screen, even if it is otherwise considered threat ...considering where to send Threat Raids, and when to actually commit to an attack (that is, when to stop the wait-before-entering-wormhole order), the AI now
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...ng way more important, and also gives the AI more latitude for interesting attack vectors. The number "X" varies by difficulty level in the following way: ...y that device rather than just sitting there doing nothing (will sometimes attack other targets in the system first, if available).
    41 KB (6,639 words) - 19:47, 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
  • * Chompers now require LOS to attack. * Paragon has been improved. Mostly the final strike attack.
    63 KB (10,263 words) - 17:36, 25 October 2018
  • 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
  • ** Medieval characters get a 10% bonus to chance of survival on Attack dispatch missions. (Lots of armor, plus being used to having big unpleasant ** Time of Magic characters get a 10% bonus to chance of success on Attack dispatch missions. (High magic means they have the heavy spells that can de
    89 KB (14,646 words) - 19:51, 1 February 2015
  • ...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
  • ** This window also has buttons for toggling attack-move, group move, and pursuit mode (FRD), and for scrapping units. * Attack-Move mode is now known as "Stop-To-Shoot" mode, since that's what it is.
    50 KB (8,414 words) - 11:12, 15 October 2018
  • == What is a Cross Planet Attack?== ...re. It takes existing AI fleets that are set for defense and puts them on attack. Once released, they follow standard threat rules, just as if you had atta
    11 KB (1,701 words) - 15:33, 24 April 2015
  • ...anced, at 4 bars out of 8, which is the same as it has always been (aka no multipliers). ** Increasing power to the weapons gives a bonus both to attack power and attack range.
    5 KB (714 words) - 12:19, 8 May 2014
  • ** Note that the frigate and strikecraft multipliers specifically skip drones. **** Increase the cross planet attack budget of the first AI by 1000.
    22 KB (3,787 words) - 12:13, 9 August 2022
  • ...valign="top" | Very heavily armored with low speed and range, but a strong attack.<br/>Excellent against heavily defended targets in the same manner as bombe Comment on overall balance: Generic force-multipliers are somewhat of a mixed bag. Some players are of the opinion that more bomb
    1 KB (202 words) - 12:11, 16 February 2015
  • [[Attack Multipliers]]
    715 bytes (85 words) - 19:49, 1 February 2015

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