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  • * Fixed a since-before-alpha bug that was causing +specific-slot-damage perks to simply not work at all. ...what's going on and what to do about it. Players were confused where the damage was coming from, sometimes.
    37 KB (6,308 words) - 19:51, 1 February 2015
  • ...containing hundreds of secondary explosives. Blankets an area with light damage that is extremely effective against melee ships but equally ineffective aga ...ian]]<br/>Enormous gravity distortion effect slows enemy ships over a wide area. Middling firepower specially geared towards starships and other large tar
    10 KB (1,457 words) - 12:01, 21 August 2016
  • ...ift end at the hands of monsters, falling into acid water or lava, falling damage, or simply getting stuck in some hole you can't even see to climb out of. ...enchant slot, preventing you from using any other enchants there (such as damage reduction, the ability to breathe underwater, etc). The good news is that,
    11 KB (1,909 words) - 00:36, 19 July 2012
  • ...cluding the Marauders and Dyson Sphere, which are capable of doing massive damage in the Galaxy on your behalf. Counting also the Human Resistance Fighters a ...iddled a fair bit with going back to the bloom that is more cropped to the area of the light emission source, but it just felt flat and fake. The hazier b
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...they'd trigger themselves a second time, thus making them do twice as much damage as they were really suppposed to. This had some pretty dramatic effects th * Majorly toned down the landmines. They now do 4 damage instead of 8 (really instead of 16 because of the above bug), and they also
    26 KB (4,404 words) - 17:25, 2 February 2015
  • | categories = Area-of-Effect Weapons<br>Projectile Weapons | damage = 750
    879 bytes (115 words) - 11:11, 17 August 2019
  • | categories = Area-of-Effect Weapons<br>Energy Weapons | damage = 2000
    937 bytes (119 words) - 14:22, 14 October 2013
  • | categories = Area-of-Effect Weapons<br>Projectile Weapons | damage = 300
    930 bytes (119 words) - 09:26, 15 October 2013
  • ...and left parts of the hud have now been combined into one new bottom-left area. ...varied, since again those are one of the most common "big swathes of empty area" terrains otherwise.
    59 KB (9,843 words) - 15:39, 19 November 2015
  • ...u would just get 1. The reality is that you've probably dealt 15 worth of damage if you killed 15 ships, but it's possible that you only dealt, say, 12 ship ...20, 20, 20. So depending on the size of stacks at AI planets and how much damage your ships were inflicting to entire stacks this might be a big difference
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...elds do an extra 50% damage. If the target armor is below 80mm does triple damage. ...he sub-units. These now comprise a significantly larger share of the total damage potential.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...nearly so) guys that hang out in an area and make it hard to go into that area somehow. ** Applies to the damage of shots generated by this entity, not to the entity itself.
    40 KB (6,127 words) - 18:16, 15 July 2018
  • ...shots. Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator). ...tering ram specializes in high-health targets, crashing into them for high damage and destroying itself in the process. Unable to hit smaller ships.
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ...shots. Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator). ...tering ram specializes in high-health targets, crashing into them for high damage and destroying itself in the process. Unable to hit smaller ships.
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...nge AI guard post with mid-power guns. Must be destroyed before humans can damage the AI Command Station on this planet. ...Guard Post]]<br/>Basic AI guard post armed with a single long-range, high-damage missile launcher.
    15 KB (2,291 words) - 05:52, 10 July 2016
  • ...amount of damage as the base sniper turret, but which also inflicts engine damage. -Ships that damage engines will now prefer to auto-target those ships that are presently mobil
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...o longer prevent usage during the "off time", they just halve the outgoing damage of the spell. ...hance of these being found in any stash room, so use them judiciously. No area is more or less likely to have them.
    27 KB (4,441 words) - 21:27, 13 July 2015
  • ...ck some specific first technologies, to do a bit of scouting of the nearby area, and then get on with the attack. It's not uncommon for players to take th * Engineers automatically work in a given area, keeping themselves busy. Putting them into FRD mode (see below) lets them
    36 KB (6,383 words) - 10:23, 22 February 2015
  • ...Suicidal unit destroys itself when attacking in order to deal focused area damage to enemies.<br/>Part of the [[AI_War_Expansion_1:_Zenith_Remant|Zenith Remn .../>Each ship caught in the explosion (up to the limit of 10) will take full damage as listed.<br/>As the Autobomb destroys itself on its first attack, the Aut
    2 KB (393 words) - 22:18, 1 February 2015
  • ...trash and debris at a scale that is small enough not to deplete the local area." ...uper high damage. But now that super high range is a thing, their initial damage is just too high for how they are used.
    60 KB (10,337 words) - 19:30, 25 June 2024

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