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  • * Player missiles can now destroy two enemy shots without being destroyed themselves. Hitting * Fixed up the ZMC_SittingDucks room so that it no longer requires missiles (or for you to take a hit from a mine) to complete.
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...predators, could stick their head through a wall and breathe fire or fire missiles on the other side of it. * Fixed a bug where some enemy shots (like crashed landspeeder missiles or dragon breath, etc) would act like enemy minions on battlefields rather
    363 KB (62,010 words) - 19:50, 1 February 2015
  • * Gravity Missiles are no longer unlockable until 18 years into the game (2 hours). By this p * The max ammunition of gravity missiles has been reduced from 30 to 5, and their base attack is now up 4x. They al
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * MLRS Guardposts and Fortresses now fire all of their missiles at once instead of one at a time. ** The exhaust trail from the guided missiles is now a yellow/orange/red mix, rather than just being yellowish. Makes the
    260 KB (44,014 words) - 13:36, 4 October 2018
  • -Space Tugs, Mines, Missiles, Fortresses (super and regular), Force Fields, and Cutlasses all can now ha ...current electric shots are minor except for the big lightning explosions (missiles, electric shuttles, and lightning turrets), which are major.
    16 KB (2,661 words) - 13:39, 1 February 2015
  • * Missiles now have a trail particle. Paragon has a thruster animation, and the Fusion * Changed various items from "add/subtract missiles/energy/whatever at a massive rate for a very short period of time" behavior
    63 KB (10,263 words) - 17:36, 25 October 2018
  • ...e less expensive creates less of a barrier for players to at least try out missiles. ...now immune to missiles, blades, and can pass under force fields. Armored missiles did not get a health bonus, but got all the other improvements.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • ...f effect damage, artillery, sniper shots, minefields, black hole machines, missiles, mass drivers, translocation, and tractor beams. ...tions all now have translocation lightning as their attack type instead of missiles.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...work with one specific kind of enemy (like the green amoeba stuff, or the missiles that are fired from the urban predator and literally match the graphics on ...bat, etc), then this thing starts spewing really fast and fairly damaging missiles that home in on you and leave massive explosions when they detonate.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • * Warheads: [[AI War:Missiles|How Do I Get EMPs, Nukes, And Other Warheads?]] * Warheads: [[AI War:Missiles#Nukes|How Do I Use Nukes?]]
    27 KB (4,189 words) - 11:36, 9 August 2021
  • -Missiles no longer detonate until they are right on top of their target, rather than ...early more distinct from the missile ammo type (and the associated counter-missiles, which block the missile ammo type not the warhead unit type).
    48 KB (8,166 words) - 13:40, 1 February 2015
  • * Renamed the Artillery Guardian to the Missile Guardian because it shoots missiles instead of the actual "Artillery" ammo type (which is fired by the Artiller ...ows the Protector Starship to shoot down a finite number of incoming enemy missiles per second.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • * Fixed an issue where missiles and similar would not rotate properly to where they were heading in multipl ...explode against walls as they do in single player (for instance, clockwork missiles).
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...ful weapons, hull strength, and a faster deployment speed. Has interceptor missiles for blocking incoming fire near it.</ln> <ln id="Ship_Description_AndorSuppressor_PlayerVersion">Passive interceptor missiles that target incoming shots near it.</ln>
    11 KB (1,734 words) - 12:21, 8 May 2014
  • ...d to power, but provides perfect protection against sea attacks and ranged missiles, lasers, and bombers. Still just as vulnerable to helicopters and ground t ...errain is not water, and your attack does not hit all tile layers at once (missiles do, for instance), then you cannot attack the underground target.
    208 KB (34,773 words) - 19:15, 5 June 2015
  • -New Lightning Missiles have been added at Missile Silos. -All missiles now are immune to mines, and have scout abilities (and thus also show up in
    1 KB (237 words) - 11:52, 16 September 2017
  • -Missiles no longer gather scout intel. -Missiles, like scouts and non-military ships, are now a lower-priority selection whe
    20 KB (3,494 words) - 13:39, 1 February 2015
  • ...en greatly improved using additive blending and other related techniques. Missiles now have a smoke trail, and all shots are larger (large enough that they ca ...eted on ships inside the protection radius of something that fires counter-missiles.
    14 KB (2,434 words) - 13:39, 1 February 2015
  • * Raid Starships are no longer immune to missiles. ...rfortresses already did). This lets them now hit ships that are immune to missiles, obviously, but it also increases the movement speed of their shots from 54
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * Rather than using homing missiles, the Flagship Model T now uses a new "energy loop" weapon that is based on * Rather than homing missiles, the flagship model X now has an x-shaped pattern of concussive shots that
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...aintain their attack longer. They are also now immune to sniper shots and missiles, making them able to close distance on most units more effectively. ...absorbed type of shots to themselves. This works similarly to how counter-missiles and related provide a protection radius, but instead of firing a counter-sh
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ** Fires powerful, long-range missiles, but has a very slow reload time. ** Fires powerful, long-range missiles, but has a very slow reload time. Identical to the Missile Frigate Mark IV,
    41 KB (6,447 words) - 19:47, 1 February 2015
  • | [[AI War:Missile Frigate|Missile Frigate]] || Fires powerful, long-range missiles, but has a very slow reload time. ...0d0" | [[Missile Turret]] || Fires high powered and extremely long ranged missiles but has a slower reload time.
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ** Fires powerful, long-range missiles, but has a very slow reload time. ** Fires powerful, long-range missiles, but has a very slow reload time. Identical to the Missile Frigate Mark IV,
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...tually receives in this way. <br/>Mirrors are very weak to area-of-effect, missiles, and melee attacks, since those cannot be reflected.<br/>They also cannot r ...ystal into rebuilding them instead of your other ships. It is very weak to missiles as stated and especially to [[Missile Frigate]]s, but will otherwise outfig
    2 KB (305 words) - 12:32, 16 February 2015
  • ...|| valign="top" | This inexpensive, low-powered ship attracts all incoming missiles to itself from the nearby area. ...stands as a defensive utility ship for the other members. It attracts all Missiles in a 9000 range, a wonderful saviour around missile-attacks (especially aro
    2 KB (300 words) - 12:00, 16 February 2015
  • ...ssile Battery: Advanced defensive structure that attacks using self-homing missiles from long range. Home command and Logi system supported. AI has special for ...beyond 1 for a full 22 at Mark 7. This is because, as fights expand, more missiles will inevitably get shot down.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...y enemies in the direct area, you may still be taking fire from long range missiles (usually from cruisers), and you're probably also taking fire from Snipers ...ets, send out some Fighters to take out the Cruisers that are firing those missiles. As soon as your Counters are up, you'll want to build at least one Space D
    2 KB (405 words) - 13:47, 1 February 2015
  • ...e Turrets and build one of those near to your bombers (since it is usually missiles that will be killing them off, and this will offer them a bubble of protect If you fire off an [[AI War:Missiles#EMP|EMP]], just make sure that any of your non-starship ships are not on th
    4 KB (802 words) - 14:01, 1 February 2015
  • ...eak a high-level planet that has been heavily reinforce is with a [[AI War:Missiles#Nukes|nuclear warhead]]. Make sure you read the link there for information '''EMP:''' [[AI War:Missiles#EMPs|EMPs]] are lesser used, but can be really effective paired with starsh
    14 KB (2,437 words) - 19:50, 1 February 2015
  • -Nuclear Missiles and EMPs have been added as very expensive missiles that can be built at the missile silos.
    5 KB (872 words) - 11:50, 16 September 2017
  • ...ey will be able to function as normal, but this basically prevents armored missiles from being used as scouts on distant enemy planets without support. ...ships that are supposed to be able to fire through force fields (lightning missiles aside) were instead damaging the force fields like normal. Fixed.
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...les) now have increased range and much increased health. -darkMatter and -missiles have lowered knowledge cost.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...e game, but oriented towards missiles. These reduce the power of incoming missiles to nearby units and are immune to direct missile fire against themselves.
    15 KB (2,373 words) - 19:47, 1 February 2015
  • ...able (note that all shots insta-hit a ship trying to leave the planet, but missiles now won't "overkill" them in that case). ...50 nearby targets, but this still significantly decreases DPS wastage for missiles (which generally move fairly slowly).
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...e game, but oriented towards missiles. These reduce the power of incoming missiles to nearby units and are immune to direct missile fire against themselves.
    17 KB (2,826 words) - 19:48, 1 February 2015
  • ...able (note that all shots insta-hit a ship trying to leave the planet, but missiles now won't "overkill" them in that case). ...50 nearby targets, but this still significantly decreases DPS wastage for missiles (which generally move fairly slowly)
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...to some part of the room. Usually something the player has to expend some missiles to get to, or undertake some other risk. ** doesn't apply to melee damage, or the player's missiles
    40 KB (6,127 words) - 18:16, 15 July 2018
  • ...lls it what resource to pull it from (presumably energy, but you could use missiles or credits if you wanted) **if the player has any missiles, this system is disabled
    40 KB (6,698 words) - 12:54, 5 January 2018
  • * Devastator reworked to fire barrages of missiles that have both the MLRS and Concussion damage bonuses, instead of just bein * Brawlers lose all shields, gain it in hull. Their missiles now cause knockback, some engine stun, and also have a damage multiplier ag
    278 KB (47,062 words) - 16:30, 11 October 2019
  • **Max targets hit within AoE adjusted for Shockwave Missiles. ** EMP Missiles no longer count as Strike Craft but as Frigates.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...kground is that these missiles come in a swarm that's supposed to get some missiles shot down. Which, at the speed versus time to kill was impossible unless th
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ** Slightly improved the damage output of the missiles on the Stormfront Raiders used by the Stormfront Ark. *Bastille Turret updated: it's now a long range turret firing burst of missiles for a good amount of damage. It cannot fire at close enemies. It still reta
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...inertia missiles, knocking ships back and inflicting engine stun. Inertia missiles do more damage to ships that are immune to the knockback effect.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ** Number of Shockwave Missiles fired per salvo is now two instead of one. ** Base damage of Nova Missiles doubled.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...e starship is the most powerful in the game, firing powerful frigate-style missiles. However, you get more of both the Raid and Leech starships, and the Leech
    4 KB (699 words) - 06:29, 10 July 2016
  • * Armor Em (+5 Armored Missiles - added in 2.001)
    10 KB (1,688 words) - 10:27, 24 October 2018
  • *** Mirrors are not all-powerful, though -- certain types of shots, such as missiles, they are unable to reflect. So they are very weak against missile-heavy o
    28 KB (4,560 words) - 19:50, 1 February 2015
  • -Starships are no longer immune to sniper shots and missiles.
    3 KB (470 words) - 13:35, 1 February 2015
  • -All missiles in the game are now immune to being insta-killed (by ion cannons or what ha
    3 KB (612 words) - 11:52, 16 September 2017
  • -Missiles can no longer be repaired.
    18 KB (3,048 words) - 19:47, 1 February 2015
  • -The AI will no longer abandon its guard posts in order to chase armored missiles.
    29 KB (4,906 words) - 13:40, 1 February 2015
  • ...Starships and Leech Starships are now immune to dark matter, to blades, to missiles, and to snipers.
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ** This inexpensive, low-powered ship attracts all incoming missiles to itself from the nearby area.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • '''NOTE: Target Ship Immunities (like immunity to missiles), Force Fields protecting the target or , Attack Ship Immunities (like Forc
    4 KB (674 words) - 19:48, 1 February 2015
  • ...derness, and the coordinates to find them at. If we ever implement cruise missiles we'll probably add GPS coordinates to this (kidding).
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ...te.png|left|Missile Frigate]] || valign="top" | Fires powerful, long-range missiles, but has a very slow reload time.
    1 KB (183 words) - 13:21, 24 February 2015
  • *** Mirrors are not all-powerful, though -- certain types of shots, such as missiles, they are unable to reflect. So they are very weak against missile-heavy o
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ...me counters as the ordinary fighter - it does not fare much better against missiles from [[Missile Frigate]]s or [[MLRS Turret]]s. One could easily decrease th
    2 KB (280 words) - 11:39, 16 February 2015
  • As there is no limit to how many missiles this turret can negate, if you are fighting an AI with several unlocks that
    942 bytes (143 words) - 20:47, 26 April 2015
  • ...eases:<br/>Mk I: Very high speed and Radar Dampening.<br/>Mk II: Immune to Missiles<br/>Mk III: Cloaking<br/>Mk IV: Immune to Gravity slowing effects<br/>
    2 KB (250 words) - 17:49, 24 September 2017
  • ...mally would be visible. They are also immune to tachyon beams and tachyon missiles.<br/>The Planetary Cloaker itself is not cloaked however and can be destroy
    2 KB (189 words) - 11:39, 17 August 2016
  • ...rd Post(Core)]]<br/>Emits fearsome long-range, armor-piercing, high-damage missiles.
    5 KB (733 words) - 20:46, 26 April 2015
  • ...] || valign="top" | Emits fearsome long-range, armor-piercing, high-damage missiles.
    359 bytes (35 words) - 06:26, 9 July 2016
  • ** [[AI War:Missiles|Warheads]] of all kinds
    4 KB (544 words) - 20:20, 15 May 2015
  • ...slow, homing projectile that explodes upon contact. As of version 5.032, missiles can acquire a new target from their firing ship's target list if their curr
    8 KB (1,407 words) - 22:10, 1 February 2015
  • * Previously, the shrapnel from various exploding objects (or exploding missiles from enemies) could damage the supply stashes in meteor storm missions. Th
    278 KB (45,949 words) - 19:51, 1 February 2015
  • | valign="top" | <b>Attracts All Incoming Missiles:</b> || Found on the [[Neinzul Youngling Weasel]], this ability redirects a
    17 KB (2,941 words) - 22:08, 1 February 2015
  • ...''Counter-Missile Module''': Shoots down a finite number of incoming enemy missiles per second.
    14 KB (2,253 words) - 20:05, 6 August 2020
  • ...ective ground troops, make up the deficit with numbers. Extremely powerful missiles.
    4 KB (620 words) - 22:23, 3 May 2015
  • |No Attackers || Build Barracks, Missiles, Sea Ports, and Coast Guard. Be mindful of Planet hatred.
    3 KB (504 words) - 00:54, 5 May 2015
  • ...her shots, or for being cleared by a normal aoe explosion (like the player missiles)
    19 KB (2,981 words) - 12:51, 5 January 2018
  • ...gn="top" | [[AI War:Missile Guardian|Missile Guardian]]<br/>Fires powerful missiles at very long range, specializing in hitting starships and other large targe
    10 KB (1,457 words) - 12:01, 21 August 2016
  • ...le Guard Post]]<br/>Emits fearsome long-range, armor-piercing, high-damage missiles.
    15 KB (2,291 words) - 05:52, 10 July 2016
  • ...issile Frigate|Mercenary Missile Frigate]]<br/>Fires powerful, long range, missiles. Slow rate of fire.
    4 KB (573 words) - 04:56, 26 August 2016
  • ...trail that zips out behind them depending on how fast they are moving. For missiles and similar, the effect is particularly neat.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • Fires multiple missiles that zombify victims for the AI.
    326 bytes (33 words) - 14:09, 21 September 2018
  • Very powerful ship that fires very painful missiles.
    319 bytes (31 words) - 14:32, 21 September 2018
  • Shoots long range missiles
    287 bytes (26 words) - 14:38, 21 September 2018
  • Fires absurdly large missiles at long range.
    316 bytes (31 words) - 14:43, 21 September 2018
  • Fires long range missiles.
    283 bytes (26 words) - 15:37, 21 September 2018
  • Fires long range painful missiles.
    297 bytes (28 words) - 15:52, 21 September 2018
  • * Fortresses have had their missiles reduced to 1000 damage from 1600, but now fire 30 shots up from 16 and ever
    50 KB (8,414 words) - 11:12, 15 October 2018
  • * Arks have half the reload time (excluding the Thanatos zombifying missiles).
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...pe its grasp by reflecting their damage. The turret itself fires salvos of missiles that specialize in taking out units caught in the net.
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ''The Machine guided Humanity's missiles...''
    4 KB (657 words) - 10:51, 26 June 2023
  • *Made Miniboss reward a minimum of 4 missiles rather than 2.
    47 KB (7,365 words) - 20:22, 26 January 2024