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  • ...It now has just as much DPS as a single one of the Marauder Mk1 Concussion Turrets (600) instead of a practically non-existent 20 DPS. *** New outposts come in with 10 mark one turrets instead of 5.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Marauder Outpost Turrets now inherit from the AI ones, and not the giant player ones. ...irk of how they were set up originally long ago. New ones should be the AI Turrets, however.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...ts, fool! Do you speak them!?" if any specific someone isn't building any turrets. *** Hacking for more ships or turrets now supports this.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...Start with an extra forcefield on your home planet, and some very powerful turrets in small quantities. Also snipers. **** Wow this is all over the place. Engineering boosts, some regular turrets, minefields, extra tractor beams, and some mobile sentry frigates. Be prep
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ** Turrets in general match their maximum count in a "normal" Battlestation design, as ...on design uses Area Minefields instead of normal, to combo with the Plasma Turrets being ideal against large single targets instead of being a bit overkill.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...culation is now lower as well, so the AI won't quiver in terror at a dozen turrets. *** Note that ONLY mobile ships/squads can stack. Turrets and whatnot do not stack.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • == Version 0.719 Do Not Feed The Turrets == * Turrets and Tractors have been doubled in strength, from 5x an equivalent fleet shi
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...otentially devastating to your own planets, since it will shuffle all your turrets around, and your forcefields as well. That said... on enemy planets, it ca ** Only affects player turrets, and only affects them on worlds that are not on a human-owned world (this
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • * The number of turrets granted to human stations reduced overall. ...eans most Fleetships are now 4x as numerous, but have 1/4th the stats. All Turrets are also altered this way.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...et to get back to and either repopulate, or remove the command station and turrets if they are not going to be used again. ...anet is being attacked if the planet was a beachhead where we had a lot of turrets. In the most recent build, we expanded that to include any planet we or ou
    394 KB (67,204 words) - 16:22, 13 April 2021
  • == Version 2.614 AI Turrets, Reserves, And More == ** Seeker Turrets have a maximum added damage bonus of 12x (which is 13x total damage). Shoul
    415 KB (70,286 words) - 16:17, 13 April 2021
  • == Version 0.612 AI Hunters and the Turrets that Stop Them == * Weapon turrets no longer cost power.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...much-requested "Debug: Give Energy" button, for people who just want more turrets. * Ensnarer now has Tractor Beams on all their Turrets, Tractor Arrays and Gravity Generators. They can also pick Tractor Arrays i
    105 KB (17,355 words) - 23:34, 5 March 2019
  • * During direct placement of things like turrets, the mark level is not drawn on the icon, at least not for now. * The initial techs have been added, and applied to ships and turrets and whatnot.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • * Doubled the damage of Fortified Tesla Turrets. ** All of the turrets now take 10 shots (mainly this means if they are the Ghost versions of them
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ** Fix some bugs where the sappers weren't building turrets correctly ** Sappers can now spawn fewer beachheading turrets
    126 KB (20,934 words) - 21:28, 22 April 2022
  • * The Spider Turrets, Lightning Turrets, Beam Cannons, Sniper Turrets, and Focused Gravity Generator now have real graphics. * Flak Turrets and Advanced Factories now have actual ship graphics implemented.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...t built 10 turrets by 20 minutes into the game, remind the player to build turrets ** This was the cause of the intermittent ghost turrets not loading properly in the last two versions of the game.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...nding the root of the issue, and RocketAssistedPuffin for discovering that turrets weren't upgrading. * Make turrets build a bit slower
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...s is in an attempt to combat the the few occasional remaining instances of turrets thinking the Lanternfish has the kill and not firing when the Lanternfish l ** Epistyles and Termini's bubbleshields no longer reduce the damage of ships/turrets firing underneath them
    113 KB (18,449 words) - 16:11, 1 June 2021
  • * Miskatonic AI Type now have more unique turrets * Add some new unique turrets to the Miskatonic AI Type
    113 KB (17,931 words) - 02:03, 12 May 2024
  • ...s basically everything on the planet. Most of what you see are enemy ships/turrets, all set up to defend the Planet Controller and Warp Gate: ...turrets as it can within that power budget, from a variety of the types of turrets you have unlocked, in the available space near the unit that you executed t
    9 KB (1,583 words) - 14:26, 23 October 2018
  • ** Nobody seemed to use these, and can't blame them what with normal turrets being as they were. ** A few MLRS turrets could actually out do this thing fairly easily. Hopefully it's a bit more w
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ...e Dummy mines or Bulwark Turrets to redirect shots for a short time so the turrets doing the actual killing of the wave don't die so fast. ...ou can in some cases use hold fire to allow engineers to repair long range turrets whose health is getting low. And really parasitic converting huge chunks of
    5 KB (837 words) - 19:58, 26 January 2023
  • ...g techs is increasing the mark (MK) level of your units: i.e., your ships, turrets, or other structures. All ships are upgraded at once from a tech upgrade in *The tooltips for techs that you can upgrade show you which ships and/or turrets will benefit, how much strength they will gain, as well as how many of them
    3 KB (572 words) - 12:20, 4 May 2022
  • Our example case here will be "Make the Basic Turretry pattern spread its turrets out a lot more." ...math. You could change that to, for example, 500 to get 0.5 and spread the turrets out a lot more.
    4 KB (693 words) - 18:00, 1 May 2018
  • - ALWAYS get Seekers turrets ...lanet, just move and retreat to neutered planet and/or where you have some turrets set up
    11 KB (1,818 words) - 00:48, 30 September 2020
  • ...maximum of 20 seconds. Note that this affects immobile units (Guard Posts, Turrets) as well as mobile ones. ...o burnt-out husks of themselves. This goes for things like structures and turrets - this is a convenience so that you don't have to manually rebuild your str
    18 KB (3,012 words) - 21:16, 7 August 2022
  • | Weaken AI Turrets | Hacking into the local AI network will reduce the range of AI turrets to 25% of their normal values, and their damage output to 50% of normal. On
    18 KB (3,155 words) - 20:56, 22 October 2022
  • [[Category: AI War 2: Turrets]]
    63 bytes (9 words) - 13:48, 22 November 2020
  • [[Category: AI War 2: Turrets]]
    74 bytes (10 words) - 13:51, 22 November 2020
  • [[Category: AI War 2: Turrets]]
    73 bytes (10 words) - 13:52, 22 November 2020
  • [[Category: AI War 2: Turrets]]
    317 bytes (43 words) - 13:19, 16 March 2020
  • [[Category: AI War 2: Turrets]]
    70 bytes (10 words) - 14:29, 22 November 2020
  • [[Category: AI War 2: Turrets]]
    67 bytes (9 words) - 14:50, 22 November 2020
  • ...few things add to the Energy balance, while most units, such as ships and turrets, take away. You cannot build or claim something if it would push energy bel
    6 KB (1,035 words) - 12:19, 26 April 2022
  • | It's guardposts orbit the gravity well and may have orbiting turrets. Also uses additional orbital defences.
    10 KB (1,516 words) - 13:14, 13 June 2022
  • ...swings in defensibility when it comes through a planet. Having all of your turrets on planet moved around can be a major challenge.
    23 KB (4,003 words) - 17:01, 6 August 2022
  • * <code>Multiply Turrets, [float number]</code>
    22 KB (3,787 words) - 12:13, 9 August 2022
  • ...ke 2 for a typical engine-stunner that is just going to hit fleetships and turrets and whatnot, or 5 if you want to include starships and some other larger un
    24 KB (4,001 words) - 10:09, 29 October 2022