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  • * Macrophages use the "Charger" mechanic for a speed boost when using a Wormhole. ...ic, where a ship has damage resistance for 5 seconds after going through a wormhole
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...e queuing of some certain kinds of orders after movement, attack, traverse-wormhole, or whatever. * The Praetorian Guard no longer gets any mark level upgrades above the ambient of the AI during t
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Fixes a few Ghost Wormhole Sentinels appearing in the normal group. ** All of the guard posts now take 10 shots (mainly this means if they are the Ghost versions o
    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 * From BadgerBadger: Now the name of a wormhole glows red when a wave is going to come through it.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...e description of how you get science has been fixed up to be fully correct post-pivot. * Ships no longer explode when going through a wormhole
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...AI plots. There are also new bonus ship types, AI types, map styles, core guard posts, guardians, core turret controllers, and more awesome music from Pabl ...) and most also try to be extra clever in how they place their station and guard posts.
    14 KB (2,253 words) - 20:05, 6 August 2020
  • * 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
  • ...ly Evade" control node that prevents scout evasion behavior when exiting a wormhole onto a friendly planet. ...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
  • ** In guard post placers during mapgen, for guarding metal generation spots (aka faster mapg ...And devourers. And things you can hack for ship types. And exogalactic wormhole warnings. And instigator base warnings, and alerted eye warnings. And dev
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...and command stations (note: this also includes the perma-cloaked wormhole guard posts, which don't die until the command station dies, usually. So planets ...with an alert level have filled up. "Filling up" depends on the number of guard posts and command stations at that planet.
    16 KB (2,944 words) - 15:36, 24 April 2015
  • | ''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
  • ...hines -- and lost. AI death squads stand watch over every planet and every wormhole, the few remaining human settlements are held captive in orbiting bubbles, .... But its artillery shells can do grievous harm to starships, fortresses, guard posts, guardians, and turrets.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...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
  • -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
  • .... But its artillery shells can do grievous harm to starships, fortresses, guard posts, guardians, and turrets. ...o reinforce itself (although certain other structures, like Special Forces Guard Posts, also need to be destroyed to completely prevent the AI from reinforc
    41 KB (6,447 words) - 19:47, 1 February 2015
  • * Yet another version of the wormhole has been added, this time completely shader-based with no physical rotation === Coming Soon: Post-Processing Visual Stack Upgrades ===
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...kill those guard posts to make a permanent effect! Once you have all the guard posts gone, that's when it is time to go after the command stations. ...ore valuable targets. And it's also 50% possible that any other remaining guard posts will release their guards, sending them after you. So make sure that
    14 KB (2,437 words) - 19:50, 1 February 2015
  • ...y-capacity transport with advanced teleportation and no self-attrition-per-wormhole. The advanced teleportation lets the jumpship pass through wormholes and a ...ets with this expansion. That said, we also added a number of new Core AI Guard Posts, to help with the variety of the endgame.
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ...y-capacity transport with advanced teleportation and no self-attrition-per-wormhole. The advanced teleportation lets the jumpship pass through wormholes and a ...ets with this expansion. That said, we also added a number of new Core AI Guard Posts, to help with the variety of the endgame.
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...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 * Wormhole Sentinels have been removed, for now, as they really just kind of get in th
    122 KB (21,444 words) - 14:29, 18 April 2019

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