Search results

Jump to navigation Jump to search
  • ...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
  • ...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 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
  • *** If the human-allied team has more than a token military force (more than about 10 ships) on a planet, then these ships will patrol to the * Guard posts, fortresses, superfortresses, force fields, and exo-shields are all now immune to regeneration from regenerator golems
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * Extended the metadata associated with saved games with a few new fields. * Faction custom fields of type CustomDropdownCoreTableSubset have two new optional attributes.
    118 KB (18,706 words) - 04:14, 22 May 2024
  • ...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
  • ...Mobile Builders, Space Docks and other Constructors, Resource Ships, Force Fields, and Turrets, all require supply. This means that they will only function ...g planet. This can be extremely helpful for mopping up a toughly defended force field on a planet that the players have already taken.
    2 KB (373 words) - 04:36, 27 July 2016
  • ...hifting frames at random, which we couldn't duplicate, so this was a brute-force way to fix it! ...where player debris fields were hurting the player, and firewalker debris fields were hurting the firewalker.
    304 KB (51,505 words) - 19:51, 1 February 2015

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)