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  • * Fixed a bug where hybrids, exo ships, and the like could switch to threat-fleet behavior. * Corrected some omissions to the Hybrids drone-preference logic, to reduce the likelihood of their picking up a ton
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...l|Children of Neinzul]] micro-expansion. They are commonly called simply "Hybrids". ...es that actually control the starship but behave as allies to the AI. The Hybrids have a much more aggressive outlook than the "main" AI and are much more "c
    17 KB (2,871 words) - 11:31, 26 May 2015
  • ...l|Children of Neinzul]] micro-expansion. They are commonly called simply "Hybrids". ...es that actually control the starship but behave as allies to the AI. The Hybrids have a much more aggressive outlook than the "main" AI and are much more "c
    17 KB (2,848 words) - 15:37, 1 February 2015
  • ...module-based forcefield, to ships either coordinating or coordinated (i.e. hybrids and their drones, and exogalactic strikeforces), or to ships on galaxy-wide * Fixed a desync that would occur when the defensive hybrids mobilized.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Fixed bug where the main AI would scrap hybrids if there were too many starships on a planet. ...o give the player a little bit more time before they start facing walls of hybrids blocking their advance.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • * Hybrids will now launch an attack if at least 7/8ths of the hybrids that are coming are ready, and will not intentionally wait for the last 1/8 * Hybrids looking for attack missions are now more likely to heavily prefer a "main t
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...just a few human marauders? Or hybrids on, but in much lower numbers? Or hybrids on, and massively amplified? It's all there. * Added a devious super-hybrid plot to Advanced Hybrids (on high enough intensity). That's a nice Dyson Sphere you've got there, i
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...tial number of hybrid facilities (including hive spawners) and the maximum-hybrids-alive-at-once calculations (which is based on planet count and spawner coun ...This allows the number of spawners (each of which support an additional 2 hybrids, which is down from 4) to have a significant impact on hybrid population wi
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...Advanced Hybrids is off. If you select Advanced Hybrids and not the base Hybrids plot for an AI player, once you start the game it will act as if you had ch * Added 2 galaxy map display overlays: detected hybrids and detected hybrid facilities. Only displays info on planets that you cur
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...xed some bugs where normal AI retreat/attack/etc orders were being sent to hybrids, which could cause dancing and indecisive behavior, etc. * The Advanced Hybrids "mobilization" mechanic has been disabled until we can find an implementati
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...ves that actually control the starship but behave as allies to the AI. The Hybrids have a much more aggressive outlook than the "main" AI and are much more "c * '''Advanced Hybrids'''
    15 KB (2,373 words) - 19:47, 1 February 2015
  • ...brave souls starting their first FS game on difficulty 7.6+ with Advanced Hybrids on and stuff like that. More power (and bandaids) to them. ...th 2 Diff 7 Vanilla-type AIs with no large-challenge-increase factors like hybrids or whatnot. It's up to you, of course.
    30 KB (5,095 words) - 15:36, 22 December 2016
  • ...ves that actually control the starship but behave as allies to the AI. The Hybrids have a much more aggressive outlook than the "main" AI and are much more "c * '''Advanced Hybrids'''
    17 KB (2,826 words) - 19:48, 1 February 2015
  • ...ant to your particular game setup (like detected-hybrids on a game with no hybrids). * Super Hybrids will not try to spawn more often than every 10 minutes, in an effort to pre
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...ps of their Mark level.<br/>This structure only spawns if [[Neinzul Hybrid|Hybrids]] are enabled.
    633 bytes (89 words) - 17:53, 24 August 2013
  • ...an be replaced.<br/>This structure will only spawn if the [[Neinzul Hybrid|Hybrids]] minor faction is enabled.
    587 bytes (81 words) - 12:37, 22 December 2013
  • ...Hive.png|50px|left|]] || valign="top" | [[AI War:Advanced Hybrids|Advanced Hybrids]]<br/>Allows Hybrid Hives to mature into even stronger forms, and execute e
    5 KB (869 words) - 03:23, 16 August 2016
  • ...kstarter goal, and draw further inspiration from the [[AI War:Hybrid Hives|Hybrids]] from AIWC. ...are analagous to fleetships; Evolved units are analagous to Guardians and Hybrids are analagous to Dire Guardians
    11 KB (1,818 words) - 00:48, 30 September 2020
  • ...ple of expansion spire hybrids from getting invulnerability from thoraxian hybrids when they should not.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...ce around AI planets will occasionally send these versatile fighter/bomber hybrids to aid you in the fight against the AI at their local planet. They won't at
    41 KB (6,447 words) - 19:47, 1 February 2015
  • Advanced Hybrids
    2 KB (297 words) - 15:40, 1 February 2015
  • ...n home command station, it uses the "coordination" logic developed for the Hybrids. Specifically, the command ship is the coordinator and the other ships in
    11 KB (1,779 words) - 14:03, 1 February 2015
  • ...pages - once the numbers are all copied over, do pages for wave mechanics, hybrids, border agression, etc. A lot of this is covered in the existing wiki, deal
    4 KB (616 words) - 15:33, 1 February 2015
  • On the other hand, it only fires on starships as advertised (and hybrids) and AIs send few starships overall on attack waves. Guardians are not targ
    3 KB (396 words) - 16:32, 19 February 2015
  • ...ce around AI planets will occasionally send these versatile fighter/bomber hybrids to aid you in the fight against the AI at their local planet. They won't at
    43 KB (6,703 words) - 19:47, 1 February 2015
  • 2 KB (317 words) - 06:00, 29 November 2016
  • ...ce around AI planets will occasionally send these versatile fighter/bomber hybrids to aid you in the fight against the AI at their local planet.<br/>They won'
    1 KB (204 words) - 17:57, 20 July 2016
  • 3 KB (453 words) - 12:16, 23 September 2017
  • One of these will zap a non-fortressed system with ease. Hybrids and threatballs melt when confronted with one.
    3 KB (321 words) - 09:32, 21 July 2016
  • ...have had to evolve and which equipment modules are available to them.<br/>Hybrids have 1 shield module and 4 weapon modules as well as being equipped with a
    1 KB (185 words) - 19:38, 30 October 2018
  • The [[Fleet Mechanic]] is most commonly found on [[Hybrids]] or [[Exo-waves]] and can be recognized when a major ship is escorted by a
    5 KB (794 words) - 15:36, 1 February 2015
  • ...s early iterations, and provided the inspiration for the modern AI-Neinzul Hybrids. They are hostile to both Humans and the friendly splinter factions. They u
    1 KB (196 words) - 19:44, 26 October 2018
  • ...e hostile [[Lore:Astrid|Neinzul Astrid]], who were the predecessors of the Hybrids, and the friendly Mourners, a subspecies of the main Neinzul race.
    4 KB (606 words) - 22:20, 22 October 2018
  • * Spire hybrids are now less common for the geneticist. Some nerfs to the Spire Hybrid weap
    113 KB (18,449 words) - 16:11, 1 June 2021
  • *** They can be upgraded in the Tech menu under "Hybrids"
    338 KB (54,548 words) - 10:53, 26 June 2023