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  • Most military ships get an [[Attack Multipliers|Attack Multiplier]] against 3 or 4 Hull Types. Ships that get no hull bonuses tend In-game when looking at the ship description pop-up, the Attack Multipliers are near the middle in green text.<br/>
    564 bytes (84 words) - 22:17, 1 February 2015

Page text matches

  • ...t was preventing the exo-galactic-transceiver's construction-started event-attack from spawning. ** Base Attack Power from 4000*mk => 3200*mk.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Hybrids will now launch an attack if at least 7/8ths of the hybrids that are coming are ready, and will not i ...cipated at this time. The general expected result is that the AI will not attack players with "trickles" of ships very often anymore, and will instead choos
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * Fixed a longstanding bug where attack-move units with no other orders would auto-target stuff that should not be *** And something like a counter-attack-guard-post is also fair game. If you play with Dark Spire on you'll want t
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...e involved in a "hold off overwhelming attack," "help invader armadas with attack," and so on has been raised from 4 to 20. This creates an enormous backlog ...s start heating up as time goes by, now. Specifically, after 50 turns, the attack power of _everybody_ starts creeping up slightly. Specifically, by 0.01x p
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * The "welcome to combat" and "about attack mode" tutorial messages now show in your first combat mission if you are in * The Obscura now have a blind spot for outposts, and will no longer attack outposts controlled by other races.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...: the Threat Fleet. "Freed" AI ships will still do their normal stalk and attack behavior for about half an hour, but after that the AI figures that they've ...nd, that it could cause massive buildups of AI stalkers, who never dare to attack the planets with so many defenders, which leads to something akin to stalem
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * Previously, Independent units could still attack bandit keeps and monster caves, even though they could not hurt the bandits * The health and attack power on Dark Elves has been increased 10x, making them truly terrifying on
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ** Base Attack from 63 => 32. ...ttack of brimstone cyclones has been reduced from 60 to 15, and the ranged attack of their shots has been increased from 10 for 15.
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ** Grants the first five non-bandit humans to claim it a 3x attack bonus as well as full immunity attacks from bandits. ** All military units from both factions temporarily get a 30x attack bonus against bandit units and bandit structures.
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ...s the "Strong Vs and Weak Vs" display in favor of both the raw hull attack multipliers display and a new Reference tab when really detailed data is needed (presum ...urrently in the game, and comparably little is going on in terms of threat/attack/wave counters, the AI will scrap a large number of its ships and then send
    183 KB (30,714 words) - 11:55, 16 September 2017
  • * In-game audio cues, for things like planets under attack, now work for all players in MP (not just planets of the host), and will wo ** The attack notifications on planets relating to you are now moved into this, and will
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...phage or whatever, without everything using the "your home planet is under attack" icon. ** Now if you see that home planet attack icon, you should really pay attention! That icon shouldn't be up there if
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Field Study camps add to a global attack modifier for your stuff attacking monsters of the categories present in the * Now when rogues would attack you, instead of just taking cheap shots during the interturn they queue a b
    202 KB (34,152 words) - 15:38, 19 November 2015
  • * The visuals for the links between planets that are actively under attack (via a wave that's incoming) now show as an animated pulsing line. ...of the weak against/strong against info. Combine multipliers when several attack bonuses accumulate.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ** Engine power, Attack, Mass, and AiP. ...ossible, but focusing if there are fewer targets than shots, OR if told to attack one specific target, it will fire EVERYTHING at it.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * Fixed an issue where attack notifiers could throw exceptions or give empty color tags as text. ...no one target absorbs too much damage. For instance, if a super powerful attack has a ton of damage that can be divided among 100 targets, but only 1 targe
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...y adjusted base damage per shot to 360 from 120. Furthermore increased its attack range from 3K to 4K. It now has just as much DPS as a single one of the Mar ...t will still take quite a while to ramp up to producing raider frigates to attack with.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ** Attack rate from 80/70/60 to 160 for all 3 marks (this means it used to fire once ** Base attack power from 3200/4800/6400 to 6400/11000/15000.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • * The slug fiends now have a slowing attack. ...rks have been moved from level 1 to level 2, and the +Attack (Ammo) I and +Attack (Secondary) I have been moved from level 2 to level 1.
    304 KB (51,505 words) - 19:51, 1 February 2015
  • * Fixed a bug where an AI ship that was trying to attack a human ship was still in low-power mode and thus restricted to hurling its * Bombers (and thus tanks, see above) base attack power increased to 3x of what it was, special hull-type-bonuses cut to 1/3r
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Blue and Black whale (and their spawn) melee attack power increased by 25%. * Fixed a bug where higher tiers of Clinging Fetor did not get higher attack power.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...what spot do I attack from?" logic to handle the recently added ability to attack underground targets and to consider "in range of the surface above the targ ...is case really wasn't warranted. Since we've added the right-hand sidebar attack notifications and ability to cycle through them, that's actually a lot more
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ...or both had never been seen before. Now only bots that have been seen can attack cryopods, and only cryopods that have been seen can be attacked. ...too, though not very much. Anyway, the point is to make the day-1 stats (attack, not just health) a bit more different between the difficulties.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • ...they can be Hostile to the player, but aren't part of the AI's coordinated attack force ...he guards would all die in the fire of their parent. Now they go free and attack you, as was always intended.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...years of community feedback. Basically if you lost your whole fleet in an attack it could take a long time to rebuild but often there wasn't much actual dan ...re made for 8.0, especially it's pushing an advantage during a large-scale attack. Balance dials have also been cranked to even-more-painful levels, and as
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * Fixed some bugs where normal AI retreat/attack/etc orders were being sent to hybrids, which could cause dancing and indeci ** This will particularly help ships in Attack-Move actually start firing on targets (and stop moving) as they come into r
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...le barrier between them and the rest of the chunk; but since enemies don't attack slimes, unlike something like a crate, this makes it solely the player's op * _Substantially_ changed the math on how the player equipment attack powers are calculated. Hopefully this did not introduce any new bugs, but
    192 KB (32,418 words) - 19:50, 1 February 2015
  • * Potentially make fireteams more willing to press home an attack until all the enemies are dead ** They will also no longer always attack just humans, they will happily much on any entity that comes near them.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...by a large and scary-looking human-made piece of machinery that nobody can attack. * Rework the logic for the "Ships are in combat" and "Major attack detected" voice effects so as to not spam the player with announcements.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...iven directly in numbers, so the armor value is simply subtracted from the attack damage.<br/> ...x (Armor Boosts) - (Attackers Armor Piercing)) but to never be less then (Attack of Attacking Ship) x 0.2<br/>
    6 KB (974 words) - 13:18, 24 February 2015
  • * Also decreased the AIs counter-attack multiplier a bit for each Difficulty due to the above. ...p... which you would think would be okay, but might have been missing some multipliers, we're not sure. At any rate, making a change to that we now just go ahead
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...tem name instead of ???.<br/>This ability does indicate which wormhole the attack wave will emerge from. ...rmor Damage x:</b> || Every time this ships attack hits an enemy ship, the attack does the listed [[Armor]] Damage to the ship's armor as well as the normal
    17 KB (2,941 words) - 22:08, 1 February 2015
  • ...so if that's happening really early in the game you probably just need to attack more. ** And then after that you get AIP, threat, and attack, which are in many ways in order of importance there, too.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • **chainlight: Summons an invulnerable golem with a chain lightning attack * Raijin Golem primary attack changed following some tester feedback
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...s implemented: the queuing of some certain kinds of orders after movement, attack, traverse-wormhole, or whatever. ** Set Attack-Move Mode on or off
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...even more of a presence than what I had originally suggested, letting them attack adjacent planets and all sorts of cool things. ...attacked in an overwhelming fashion, and to group up and circle around to attack you in a better spot.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • Most military ships get an [[Attack Multipliers|Attack Multiplier]] against 3 or 4 Hull Types. Ships that get no hull bonuses tend In-game when looking at the ship description pop-up, the Attack Multipliers are near the middle in green text.<br/>
    564 bytes (84 words) - 22:17, 1 February 2015
  • * Now if surface monsters attack you before act 4, instead of initiating battle mode they just hit you once, ** But that attack cannot bring your building below 1 health.
    59 KB (9,843 words) - 15:39, 19 November 2015
  • ...olspan="2" | [[AI War:Why Do Enemy Waves Get So Large?|Wave & Reinforce]] Multipliers ...oles. The result is that you generally take more losses the first time you attack a planet but you have a much easier time keeping it from reinforcing if you
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ...ernova weapon added. Requires 10 weapon points to fire (via primary weapon attack). Unleashes a supernova blast centered on itself with effectively planetary **Draugr's gravity generator now has the same range as its attack
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ***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
  • * 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
  • ...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
  • ** 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
  • 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
  • ** 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
  • ...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
  • == 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
  • ...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
  • ...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
  • ***used in conjunction with a short-ranged attack with an aoe and the destroys_firing_entity flag, it can make a kamikaze ram **similar to Add, but applied after multipliers rather than before
    40 KB (6,127 words) - 18:16, 15 July 2018