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  • * Sentinel Frigate damage 270 -> 200. * Sentinel Frigate armour 50 -> 60, EngineGx 14 -> 7.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...hus slowing them down and also causing them to have a braindead Praetorian Guard subfaction). Essentially if we can't find the proper PG difficulty, it wil * Guard posts and fleet leaders of non-friendly factions now show up on your sideba
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * Destroying Special Forces Guard Posts * '''AI Core Electric Guard Post''' +2 AI Progress If Killed
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...e description of how you get science has been fixed up to be fully correct post-pivot. * Fixed a post-pivot bug in death logic that had some incorrect if logic and thus was firi
    154 KB (26,552 words) - 11:21, 1 August 2018
  • | ''On all planets:'' All [[Wormhole Guard Post]]s replaced with normal Guard Posts | This AI uses normal guard posts instead of wormhole guard posts next to each of its wormholes. The result is that you generally take
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ...Threat, AI Warden Fleet, AI Hunter Fleet, AI Instigators and AI Praetorian Guard. *The AI Praetorian Guard behaves like the AI Warden Fleet, except they will only appear near and on
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...s with tracking "nearby unengaged mobile strength"; notably it counting AI guard ships and not properly populating all the relevant lookup tables due to the ...reads/alloy-physical-shader-framework-version-3-for-unity-5.305178/page-34#post-3278461
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...l summaries. The only ship that is this way for AIs presently is Wormhole Guard Posts, which will be enabled even when cloaking is disabled in the lobby (p ...Post. Allied ships that are sent to this planet will gather at this rally post. If there are multiple allied rally posts on a single planet, entering ship
    107 KB (17,661 words) - 11:54, 16 September 2017
  • -AI planets no longer get extra reinforcement ship cap from wormhole guard posts. This makes the practice of "neutering" AI planets once again effect ...vides incentive for players to at least partially neuter really high-guard-post-containing planets that are near to the player's area. On the higher diffi
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ** In guard post placers during mapgen, for guarding metal generation spots (aka faster mapg ...been using FInts (2010 or so??), we've had this problem with representing post-decimal digits in FInt. So a multiplication by what we thought of us 0.9 w
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * [[AI War:Sentinel Frigate|Sentinel Frigate]] * [[AI War:Sentinel Frigate|Sentinel Frigate]]
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ...patrol between the guard posts on a planet if there are at least two such guard posts. If there are not, then they will patrol at random. ...chasing a minor faction ship and moved beyond a certain distance from its guard poing, it would be freed to hunt the human players. Fixed to not be thus f
    66 KB (10,612 words) - 11:54, 16 September 2017
  • [[Valley 2:Post-Launch Release Notes]] * Now when world-map-monsters are summoned (either pre-overlord lair spawns, post-overlord-emergence lair spawns, normal overlord summons, or deep gate spawn
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...t only the Warp Gate itself has it, but also the [[AI War:Alarm Post|Alarm Post]], the [[AI War:AI Eyes|AI Eyes]] and the mobile [[AI War:Warp Gate Guardia ...AI War:Missile Frigate|Missile Frigate]] and the [[AI War:Sentinel Frigate|Sentinel Frigate]]. If a wave targets a planet on which Human players have a warp de
    5 KB (878 words) - 14:09, 29 November 2016
  • [[The Last Federation Post-1.0 Release Notes]] * To make it easier to understand what actually happened in a battle, the post-combat results window now displays (where applicable) :
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...AI having waaaay too many ships for a while, but if we pack those into the guard posts as contents that are not deployed yet, that should have zero performa * Additionally, there are now 5 different kinds of wormhole sentinel setups that are based around using tractor arrays and turrets, tesla turret
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...s after human fleets with its guards in tow, firing beam weapons.<br/>This post fires a Zenith Beam that can hit up to 20 targets in a line. ...ships along with whatever army it decides to take along with it. Sentinel guard posts shows up mostly at the AI homeworlds (which by then you would have ho
    1 KB (228 words) - 02:19, 16 June 2016
  • ...s, I guess? Except in this case, it's apparently free, special forces, or guard? How exactly does this work? * Guard
    4 KB (657 words) - 19:47, 1 February 2015
  • === Coming Soon: Post-Processing Visual Stack Upgrades === * Did quite a bit of experimenting with our post-processing stack to see if we could make it any more efficient or any highe
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...power costs have been decreased somewhat (to make defense somewhat easier post-shields). ** Alarm Post new visuals, prefab and LODs.
    161 KB (27,377 words) - 16:31, 24 April 2018

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