Search results

Jump to navigation Jump to search
  • ...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
  • * Minor factions are forbidden to kill Tachyon Sentinels, as it makes it too easy for the player to explore quickly ...e description of how you get science has been fixed up to be fully correct post-pivot.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * Destroying Special Forces Guard Posts * '''Tachyon Warhead Mark III''' +3 AI Progress If Killed
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ** Praetorian Guard is now in the game. The Praetorian Guard is the Bodyguard of the AI overlord. ** The ability for factions to flush AI defenders from guard posts forcibly to make them fight.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ** All of the guard posts now take 10 shots (mainly this means if they are the Ghost versions o *** Ditto for the dire guard posts, except those now take 20 shots, holy cow.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • === 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
  • * '''Tachyon MicroFighters''' (I-IV variants) ** No combat value, but is cloaked, emits tachyon beams, fires counter-sniper flares, and acts as a scout.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • * '''Tachyon MicroFighters''' (I-IV variants) ** No combat value, but is cloaked, emits tachyon beams, fires counter-sniper flares, and acts as a scout.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ** Also helps some on tachyon planning, tractor planning, and metal flow planning. But again, the help h ** In guard post placers during mapgen, for guarding metal generation spots (aka faster mapg
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...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
  • * Planetary Controllers now have a very basic level of Tachyon output, so a defending planet will never be completely unable to decloak en ** It also has a strong tachyon emitter.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...r centerpieces. The AIs have massive new command stations and a variety of guard posts, as well as mobile Guardians that not only defend but launch often-br ...nd present a more serious counterattack threat than the recently-added new guard posts, which are stationary. In other words, if you launch an attack and bo
    4 KB (608 words) - 14:22, 16 June 2016
  • -The AI will no longer abandon its command posts to pursue tachyon warheads. 50: Sensors (tachyon drones, etc)
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...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 ...) still cost power, as do non-turrets (grav generators, shield generators, tachyon arrays, beam cannons, etc). Tractors may be moved to the no-power list, we'
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * [[AI War:Tachyon Microfighter|Tachyon Microfighter]] * Cloaking, free reign in absence of tachyon
    28 KB (4,216 words) - 11:40, 4 February 2017
  • : [[AI War:Current Post-8.000 Beta|Upcoming and latest patch-notes]]. * [[AI War:Cloaking|Cloaking]] (and Tachyon)
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...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
  • ...ation Shield Guard Post|Command Station Shield Guard Post]]. Moreover, all guard posts on AI homeworlds are invulnerable while at least one [[AI War:Core Sh ...ic Wormhole]]. The Home Command Station emits a planetary [[AI War:Tachyon|Tachyon]] field.
    2 KB (374 words) - 17:40, 26 October 2016
  • ...ven if those ships normally do not have cloaking.<br/>Note that this guard post does not cloak itself and will always be visible. ...erous, this post can be hard to track down, especially when it is the last post you need to kill to destroy the [[AI War:AI Eyes|Eye]] in the system.<br/>
    1 KB (177 words) - 05:40, 10 July 2016
  • ...rden Fleet, Neinzul in the Border Aggression and Templar in the Praetorian Guard. * fix to tachyon beams not being disabled by perf setting.
    114 KB (18,064 words) - 16:22, 14 May 2024

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