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  • * Aedile AI Type: This AI has a somewhat stronger praetorian guard which is allowed to roam a bit further from its Homeworld. (Hard) * Praetor AI Type: This AI has an extra-strong praetorian guard which is allowed to roam much further from its Homeworld. (Brutal)
    113 KB (18,449 words) - 16:11, 1 June 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
  • ...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 * The "towing" effect of tractor beams no longer applies to ships that are currently projecting a shield.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...ead staying with the other dormant ships around their [[AI War:Guard Posts|Guard Posts]]. They only attack if part of the [[AI War:Threat|Threat]] Fleet, wh ...he command station or one of the guard posts. The command station or guard post in question can't already have its cap of guardians. If the AI is unable to
    10 KB (1,457 words) - 12:01, 21 August 2016
  • ...rden Fleet, Neinzul in the Border Aggression and Templar in the Praetorian Guard. * Tractor Fixes
    113 KB (17,931 words) - 02:03, 12 May 2024
  • * '''Spire Tractor Platform''' (Mark I-V) ..., slow alien vessel is bristling with small guns but most importantly many tractor beams. This has obvious defensive uses, but can also be used to hold enemy
    27 KB (4,399 words) - 09:07, 23 October 2018
  • * '''Spire Tractor Platform''' (Mark I-V) ..., slow alien vessel is bristling with small guns but most importantly many tractor beams. This has obvious defensive uses, but can also be used to hold enemy
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...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
  • ...This helps performance quite a lot during large battles that include many tractor beams. ...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.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • | ''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
  • * Greatly improved the performance of having many tractor emitters on one planet, especially when there's not many potential targets * Turrets and Tractor Arrays base strength multiplier from 3 => 5.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ** Also helps some on tachyon planning, tractor planning, and metal flow planning. But again, the help here is miniscule, ** In guard post placers during mapgen, for guarding metal generation spots (aka faster mapg
    293 KB (50,070 words) - 11:33, 14 October 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
  • ** Fast ship able to bypass many standard defenses such as mines and tractor beams. ** Cloaked fighter excellent for bypassing enemy defenses (such as mines and tractor beams), with special onboard radar-dampening equipment that makes it imposs
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ** Fast ship able to bypass many standard defenses such as mines and tractor beams. ** Cloaked fighter excellent for bypassing enemy defenses (such as mines and tractor beams), with special onboard radar-dampening equipment that makes it imposs
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...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
  • ...able to issue movement or attack orders to its ships if they are stuck in tractor beams. This lets low-level autotargeting make better short-term decisions. ...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
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...enemy ships cannot fire at them (including Area Of Effect attacks) or use tractor beams on them. All ships also now come out of wormhole at a constant move -Guard posts (not command stations) of the AI will now start trending to being mor
    47 KB (7,691 words) - 11:53, 16 September 2017
  • * [[AI War:Spire Tractor Platform|Spire Tractor Platform]] ...es]] and [[Engines_and_Speed_(including_Tractor_Beams_and_Gravity_Effects)|Tractor Beams]].<br/>Is also [[Immunities|Immune]] to [[Force Field|Force Fields]]
    28 KB (4,216 words) - 11:40, 4 February 2017
  • [[AI War 2: Post Completion]] *Wrangler Destroyer no longer has a reverse tractor beam. Instead, has a tractor beam that works on mass between 6-13 ( 6<X<13 )
    126 KB (20,934 words) - 21:28, 22 April 2022

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