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  • <big>'''What Do I Do With My Older Ships?'''</big> ...ds, once I can build t2 ships, I wouldn't still be building or using my t1 ships. AI War seems to be different, but I don't know exactly what I'm supposed
    2 KB (285 words) - 14:12, 1 February 2015

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  • ...ply either "number of human military ships here" or "number of AI military ships here", whichever is larger (though capped at 4x the smaller value) and divi ...ded over to an arbitrary different player (and we mean _arbitrary_; it was using an outer loop index, i, instead of the index j that had the actual player n
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...These things drift with time, and with the recent introduction of so many ships in the last two expansions and AI War 4.0, a sweeping overhaul was in order ...th to victory!). Gratuitous plug: Has player-controllable modular capital ships LARGER than Golems.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...at could happen in the fleet popout window when looking at certain modular ships. * Fixed a bug with the new FRS ships added last build, where they did not have the proper tag to actually add th
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • * The 'watched fleets above ships' setting for the Planet menu now persists through application close/reopen. * The AI no longer sends bonus hunter ships against human-allied marauders at AI difficulties <= 5. At higher difficult
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...translate over perfectly to MP. This is also a GIANT performance buff on older computers in particular. This stuff was happening in Stage3 of the sim for ...s that the Arcen.AIW2.External namespace needs to NOT be included using a "using" reference, or else we're just right back to square one. We want reference
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...this is NOT counting the new ones added as part of CoN. Most of these new ships went to the AI or are things that the players must capture, but there are a ...ields/nebulae have seen a rather startling improvement as well. Those new ships come with a bunch of new prerendered-3D graphics, as well.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • * Previously, when your ships exploded anywhere in the galaxy it played the same audio cue. Now if they * Fixed a bug where strategic reserve ships could be freed as threat while attacking.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ** This will solve the issue of FRD-mode ships absolutely not listening to you when there are enemies on a planet. ** Now it is a lot more careful with how things go into and out of the pool, using the appropriate multithreading locks, as well as making it so that in the (
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * The Metal Flow popup window now shows how much Metal your ships have Metabolized, and your per-planet metal income ...up number no longer replaces the stack count -- which also is the count of ships contained in transports. That was pretty critical information that was bei
    278 KB (47,062 words) - 16:30, 11 October 2019
  • * Gyrn now displays information about what ships it is building for other fleets ...take with you even deep into enemy territory... that also speeds up allied ships when it is around!
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * The vote to join existing federation text was using skylaxian-sounding terminology for all races. Fixed. * The armament of the burlust warlord ships is now... very intensely faster. If you still find it exploity, then we ca
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * Improved auto-gather logic to avoid science ships bouncing around. ** Will now build up more ships before making aggressive moves.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • * Big nerfs to the AI's Prime ships * Add some defensive code to the Ships sidebar for a rarely seen exception
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...scenarios that are in the game at the time of this writing. The number of ships that he originated or ported over is very very large. * Ship concepts (which were not part of the many many faction ships above):
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...verhaul for attractiveness and theming, and the number of mods and ease of using them rose quite a lot. * When there is a stack of n number of ships, it already does up to n*x damage per shot from that stack, where n is at m
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Fixed bug where the put-in-low-power button was working but not visible for ships without build queues. ...a1; previously it wasn't possible to properly use the latter to filter the ships affected by a drag-box select action.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ** A New Minor Faction: the Dark Spire. These only awaken when many ships die near their spawners, but once they really get going neither the AI nor ...tegic Reserve. The AI gradually adds strength to this reserve and deploys ships from it to critical defense actions, especially homeworld defenses. It als
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...any and all of them that exist, rather than it waiting until you would be using them and then throwing errors every frame. ...art the program with this enabled, then it won't even bother loading these ships into RAM, thus even further lowering the requirements (and making loading f
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * Incoming wave notifications now actually list the number of ships instead of the number of squads ...of a lot of the external classes for special factions. Basically we were using the singleton pattern all over the place, and a lot of static variables, be
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * Fix a problem in the Save Game menu where we weren't using columns, so you could only see 4 save games at a time * Rework the logic for the "Ships are in combat" and "Major attack detected" voice effects so as to not spam
    161 KB (27,377 words) - 16:31, 24 April 2018

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