Search results

Jump to navigation Jump to search
  • ...other RTS games, there is no "market" for selling off your existing excess crystal/metal, but by adjusting your inflows with Manufactories you can re-balance ...at would be a huge waste. But expert players often do have both metal and crystal harvesters in play at once, with just one group or the other paused. A pau
    3 KB (468 words) - 11:01, 26 October 2018
  • -The metal, crystal, knowledge, and energy HUD data is now visible for all allies (active or di ...ble for players to diagnose higher-than-it-should-be expenses of metal and crystal (which are usually due to errant engineers or some ships that were under co
    47 KB (7,691 words) - 11:53, 16 September 2017
  • * '''Harvesters''' (Metal and Crystal variants) ** Mines crystal or metal found amidst rock deposits or debris fields. Crystal and metal are needed for constructing units.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • * '''Harvesters''' (Metal and Crystal variants) ** Mines crystal or metal found amidst rock deposits or debris fields. Crystal and metal are needed for constructing units.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...nd you in a circle, but instead hangs behind you right under your oblivion crystal, which looks much better. ** Smash the oblivion crystal immediately.
    304 KB (51,505 words) - 19:51, 1 February 2015
  • * Metal/Crystal harvesters are automatically built on planets you take over when there are ...still repopulate them with ease. Ctrl+Click the icon of the metal and/or crystal harvesters to instantly start rebuilding any missing ones.
    36 KB (6,383 words) - 10:23, 22 February 2015
  • -There are now distinctly different blips on the minimap for metal and crystal deposits/harveters. ...planet. That makes it two clicks to build (or rebuild) all of your metal/crystal harvesters at any planet, as opposed to the longer manual process that it p
    13 KB (2,246 words) - 13:36, 1 February 2015
  • -The resource display has been adjusted a bit with how the unused metal/crystal harvester spots and the exhausted science labs show. These should now be e ...rships and provides a good use for metal if it is too abundant compared to crystal in a campaign.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...3. Resource conversion still can happen in the background. See [[Metal and Crystal]]'''<br/>Expensive method for generating resources. Useful when access to ...t you manually control this.<br/>Produces 140 of one resource ([[Metal]]/[[Crystal]]) while consuming 200 of the other resource.
    2 KB (280 words) - 15:03, 7 April 2013
  • ...g discussions with players on improving the relationship between metal and crystal. Those two mechanics had become far too similar, and ultimately the idea o ...php/topic,12812.msg153264.html#msg153264 proposed combination of Metal and Crystal] into just the Metal resource has been implemented, and so Hacking has move
    177 KB (28,387 words) - 17:36, 25 October 2018
  • -The metal and crystal costs of all starships have been switched (now crystal is now emphasized over metal). ...atio of metal/crystal costs on MLRS turrets have been shifted so that more crystal is now required from them, but less metal.
    3 KB (445 words) - 13:35, 1 February 2015
  • -The metal, crystal, and energy costs of parasites have been doubled. This is to compensate fo -The metal/crystal cost of Mark II Science Labs has been much reduced, and their shields have
    16 KB (2,780 words) - 11:51, 16 September 2017
  • ...n increased by 33%, but rebelling human colonies now produce +55 metal and crystal per second. This makes capturing multiple rebel colonies valuable. ...that they were causing precision errors in determining the per-turn metal/crystal cost of self-construction, leading to ships like the Zenith Power Generator
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...r}} | [[Metal and Crystal|Metal Cost]] || {{AlgCtr}} | [[Metal and Crystal|Crystal Cost]] || {{AlgCtr}} | Total Cost || {{AlgCtr}} | [[Energy|Energy Cost]] || ...r}} | [[Metal and Crystal|Metal Cost]] || {{AlgCtr}} | [[Metal and Crystal|Crystal Cost]] || {{AlgCtr}} | Total Cost || {{AlgCtr}} | [[Energy|Energy Cost]] ||
    4 KB (545 words) - 09:35, 21 July 2016
  • Mark I: Consumes 2 [[Metal]] and 2 [[Crystal]] to produce 5,000 [[Energy]]<br/> Mark II: Consumes 15 [[Metal]] and 15 [[Crystal]] to produce 40,000 [[Energy]]<br/>
    3 KB (414 words) - 18:46, 7 March 2015
  • ...d other negative/positive effects, but NOT taking into consideration metal/crystal manufactories, since those are really a secondary conversion control and no -Metal and crystal harvesters that are being manually placed now "snap" to their final placeme
    18 KB (3,048 words) - 19:47, 1 February 2015
  • New Icons For Metal/Crystal Harvesters Updated Icons For Metal/Crystal
    29 KB (4,906 words) - 13:40, 1 February 2015
  • Each ship it rebuilds costs half the normal metal/crystal/time, and it prevents players from having to manually rebuild them.<br/> ...nstructors|Build Time]] || {{AlgCtr}} | Cap Metal Cost || {{AlgCtr}} | Cap Crystal Cost || {{AlgCtr}} | Cap Total Cost || {{AlgCtr}} | Cap Energy Cost || {{Al
    2 KB (247 words) - 21:49, 9 March 2013
  • == Crystal == ...ts for all ships. Current unit costs are the sum of the original metal and crystal cost. While the overall cost of each ship is unchanged, the knowledge cost
    4 KB (663 words) - 06:16, 21 August 2016
  • ...sses are now closer to being tuned for hard-mode-and-up in their patterns: Crystal Mother, Battleswarm, Lady Staccato, and Vestige. * The patterns for the Charger, and Crystal Mother's third phase have been fixed
    108 KB (18,595 words) - 17:35, 25 October 2018

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)