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  • * Fixed the "why you cannot use this guardian power" messages to be more exact and hopefully remove any remaining cases w * Fixed some confusing text about Guardian Powers in the help section.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • * Vampire Guardian, Fortified Tesla Guardian, EngineGx 13 -> 7. * Nucleophilic Guardian EngineGx 12 -> 7.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...ace, Dead Eye Module, Explodifier, Grin And Bear It, Lorentz Factor, Magic Missile Box, Nanite Hull, Overcritical, Photoelectric, Skeleton Keycard, Scourge Sp * Big Homing Missile Launcher, Homing Multi Mini Missile Launcher, and Triple Missile Launcher added.
    63 KB (10,263 words) - 17:36, 25 October 2018
  • *Gravity guardian has 0.5 slow at all marks. ** Repulsor Missile range from 4200 -> 5600
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Self-Destruct Guardian description no longer claims to work like a lightning warhead. * Previously the Needler, MLRS, Missile, and Flak turrets were balanced at around 40k energy-cap-cost, where the Sn
    177 KB (28,387 words) - 17:36, 25 October 2018
  • *** Fighters, Bombers, and Missile Corvettes; and with that, a framework for applying the old AIWC balance num *** Some of the AI guardians, and the AIWC style of guardian mechanics (AIW2 was previously wrapping guard posts and guardians into one
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * Hover Guardian graphics finalized. ...ing), monster whips (dark imp, highlands toad, etc), monster energy spray (missile post).
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...anti-[[Fighter]]), [[Neinzul Youngling Tiger]]s favour heavy-hulls (anti-[[Missile Frigate]]), and [[Neinzul Youngling Weasel]] favour rare hulls (anti-[[Bomb ...]]s. Its damage bonus should be noted should you need to take out an [[EMP Guardian]] or a set of [[Bomber]]s.
    2 KB (300 words) - 12:00, 16 February 2015
  • ...s on all their planets. However, colony ships, mercenary space docks, and missile silos are unavailable -- so when you lose a planet, you can't re-take it. * AI Carrier Guardian
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ...s on all their planets. However, colony ships, mercenary space docks, and missile silos are unavailable -- so when you lose a planet, you can't re-take it. * AI Carrier Guardian
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ** Ditto the Polarizer strikecraft and Polarizer Guardian, and Electric Bomber strikecraft. * Buffed Micro Concussive Missile Turret (DLC1) base damage from 300 to 425 per shot.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • In addition, these missions have a small chance of also giving out a Guardian Power Scroll as an added bonus, which includes things like the basic citybu ...e on the world map. Instead of spell gems, secret missions will ONLY give Guardian Power Scrolls as rewards, which includes city structures like farms and pro
    13 KB (2,285 words) - 04:14, 20 July 2012
  • |[[File:MissileFrigate.png|left|Missile Frigate]] || valign="top" | Fires powerful, long-range missiles, but has a ...nst swarms of smaller ships. One can also use this range to kite, and keep missile frigates in operation for longer.
    1 KB (183 words) - 13:21, 24 February 2015
  • ...found in fleets, ARS, and GCA have gone up. And I rebalanced the AI Cruise Missile Battery to be a little more threatening. * Grappler Guardian nerfs
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Reduced the health and shield of the EMP Missile (from the EMP Missile Frigate) from a base of 5000 each to a base of 100 each (reduced by 98%) si ** Also disabled the EMP Missile from having Strike Craft status, which means health (unless default setting
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...You can't just, say for example, immediately build 150 Fighters, Bombers, missile frigates and a bonus ship. Instead, you must have a Flagship that has those *Missile silo and warheads have been removed
    44 KB (7,548 words) - 13:50, 25 April 2022
  • * Fortress Missile damage increased from 1000 to 1600. ...excellent reproduction save with 200 ships sitting around one almost-dead guardian they were convinced was going to keel over at any second.
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ...problem... until its planet goes on alert. Then it starts building a Dire Guardian inside. You're warned when these are building and you'll want to be ready ...xpansion we're further increasing this new variety by adding the following guardian varieties:
    14 KB (2,253 words) - 20:05, 6 August 2020
  • *'''Missile Guard Post''' High Range High Damage Missile Launcher *'''MLRS Guard Post''' Multiple Midrange Missile Launcher
    8 KB (1,442 words) - 02:58, 17 June 2016
  • ...t]] || valign="top" | Acts as a scout, passes through force fields, and is missile-proof.<br/>Has cloaking and cloaking booster abilities like regular scouts. ...ny AI system in which tachyon detection has been removed (mostly [[Tachyon Guardian]]s). In contrast it is usually more micro-intensive for a conventional flee
    2 KB (295 words) - 11:40, 16 February 2015

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