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  • * Miskatonic AI Type now have more unique turrets * Add some new unique turrets to the Miskatonic AI Type
    113 KB (17,931 words) - 02:03, 12 May 2024
  • ...s basically everything on the planet. Most of what you see are enemy ships/turrets, all set up to defend the Planet Controller and Warp Gate: ...turrets as it can within that power budget, from a variety of the types of turrets you have unlocked, in the available space near the unit that you executed t
    9 KB (1,583 words) - 14:26, 23 October 2018
  • ** Nobody seemed to use these, and can't blame them what with normal turrets being as they were. ** A few MLRS turrets could actually out do this thing fairly easily. Hopefully it's a bit more w
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ...e Dummy mines or Bulwark Turrets to redirect shots for a short time so the turrets doing the actual killing of the wave don't die so fast. ...ou can in some cases use hold fire to allow engineers to repair long range turrets whose health is getting low. And really parasitic converting huge chunks of
    5 KB (837 words) - 19:58, 26 January 2023
  • ...g techs is increasing the mark (MK) level of your units: i.e., your ships, turrets, or other structures. All ships are upgraded at once from a tech upgrade in *The tooltips for techs that you can upgrade show you which ships and/or turrets will benefit, how much strength they will gain, as well as how many of them
    3 KB (572 words) - 12:20, 4 May 2022
  • Our example case here will be "Make the Basic Turretry pattern spread its turrets out a lot more." ...math. You could change that to, for example, 500 to get 0.5 and spread the turrets out a lot more.
    4 KB (693 words) - 18:00, 1 May 2018
  • - ALWAYS get Seekers turrets ...lanet, just move and retreat to neutered planet and/or where you have some turrets set up
    11 KB (1,818 words) - 00:48, 30 September 2020
  • ...maximum of 20 seconds. Note that this affects immobile units (Guard Posts, Turrets) as well as mobile ones. ...o burnt-out husks of themselves. This goes for things like structures and turrets - this is a convenience so that you don't have to manually rebuild your str
    18 KB (3,012 words) - 21:16, 7 August 2022
  • | Weaken AI Turrets | Hacking into the local AI network will reduce the range of AI turrets to 25% of their normal values, and their damage output to 50% of normal. On
    18 KB (3,155 words) - 20:56, 22 October 2022
  • [[Category: AI War 2: Turrets]]
    63 bytes (9 words) - 13:48, 22 November 2020
  • [[Category: AI War 2: Turrets]]
    74 bytes (10 words) - 13:51, 22 November 2020
  • [[Category: AI War 2: Turrets]]
    73 bytes (10 words) - 13:52, 22 November 2020
  • [[Category: AI War 2: Turrets]]
    317 bytes (43 words) - 13:19, 16 March 2020
  • [[Category: AI War 2: Turrets]]
    70 bytes (10 words) - 14:29, 22 November 2020
  • [[Category: AI War 2: Turrets]]
    67 bytes (9 words) - 14:50, 22 November 2020
  • ...few things add to the Energy balance, while most units, such as ships and turrets, take away. You cannot build or claim something if it would push energy bel
    6 KB (1,035 words) - 12:19, 26 April 2022
  • | It's guardposts orbit the gravity well and may have orbiting turrets. Also uses additional orbital defences.
    10 KB (1,516 words) - 13:14, 13 June 2022
  • ...swings in defensibility when it comes through a planet. Having all of your turrets on planet moved around can be a major challenge.
    23 KB (4,003 words) - 17:01, 6 August 2022
  • * <code>Multiply Turrets, [float number]</code>
    22 KB (3,787 words) - 12:13, 9 August 2022
  • ...ke 2 for a typical engine-stunner that is just going to hit fleetships and turrets and whatnot, or 5 if you want to include starships and some other larger un
    24 KB (4,001 words) - 10:09, 29 October 2022

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