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  • ** This specifies the maximum amount of BASE damage that can be done from this system to a target ship of a given mark (the fir ...sic level, for just regular shots, this is a way to make something do less damage to mark levels of certain sorts, although I'm not sure that would really be
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • * The pause menu now properly shows attack powers of the enemies in terms of damage that makes sense, rather than as a percentage of your max health. ..., water damage, and temperature damage are now shown in the form of actual damage rather than in the form of a percentage.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ** The Environmental RCI value now affects the usable land area increase rates. ** An amount of much overall hull damage and shield damage you took.
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  • *** Area mines granted per hack remains 20. Starting count on battlestations is 60 i ** Gains immunity to zombify, devour, and high exotic damage resistance.
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  • ...ultiplayer bug where a number of spells were doing inconsistent amounts of damage depending on how many players were connected and compared to single player. * Rocket shrapnel is meant to damage players, even when players fire the rockets. However, it was also damaging
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  • ...being able to heal itself on top of previously also being the best overall damage in that category. .... Health reduced from 1200 to 400. Damage reduced from 160 to 40. Added x4 damage if on planet for less than 15 seconds. Cost reduced from 250 to 200. Railpo
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  • ...effects, and chunk effects) on the player would increase the power of fire damage-over-time effects on that player. This was particularly disturbing in Jour ...lot faster-paced and scary-seeming, although they don't do huge amounts of damage with each hit
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  • ...there. This fixes a number of other very important things in an adjacent area. **** If you flood a tractor beam area with orbiters, then the tractors may uselessly grab them, leaving room for
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...legs enchant slot. Heavy characters are still unable to use falling speed/damage reduction enchants, or double/triple jump enchants. * Adjusted the volume of the male-taking-damage sound effects, as they were too quiet.
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  • * Neinzul Bomber Clusters changed the same way as normal clusters except new damage is 30k/60k/90k/120k/150k. ** Engine damage per shot from 150/250/350 to 5000/7500/10000.
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  • ** Some things are changing in that area soon, so it was worth waiting on that. **** Large numbers of all the kinds of minefields, plus area-of-effect type turrets, for when you really want to booby-trap the heck out
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  • * Elemental Damage ** A globe of insects bursts out of you, dealing area damage to anything near you, including background entities. The power of each clu
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  • ...since its a melee unit. Reduced base damage accordingly and gave it bonus damage to low energy units (so it synergizes with normal cestus) ** These things are somewhat durable and return 100% of damage taken, 150% return for Royal version
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  • ...en haring off to the other corner of the map because they could get better damage against some target. ...tion could kill AI command stations indirectly through plasma-siege splash damage.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...lace of this is a new, simpler, and far better "armor" system that affects damage output instead of hit chance. ...ation in this new version is the removal of all the internal ship-specific damage multipliers. In their place, we now have a small number of new "hull types
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...ed metal flows, have been hardened against the sort of multi-threaded pool-area shenanigans that have plagued entity orders until recently. * AutoBombs damage increased from 90 to 130, now has a 2x multiplier against 80mm armour and b
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ** 'Hardened' mechanic; ships with this will reduce incoming damage > X to X. ** Attrition damage as a ship feature.
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  • ...st wait while having zero cloaking points left and not taking any cloaking damage before it can re-cloak. The default is 5. * tachyon_range defines the circular area that is being irradiated.
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  • * Human Cryopods are now immune to aoe splash damage. So directly shooting them with a rocket launcher will kill them, but hitt ...and Shotgun weapons could not damage tiles (mines, etc) with their splash damage (the direct hit worked fine).
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  • * Fixed the AI Hunter / Killer and Fenrir prototype not actually doing any damage with the point beam. * Fixed an extraneous space in the text for a lot of damage bonuses.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • * The area covered by the minimap and the end turn button no longer allow the mouse to ...ittle box for the computer notes rather than being up in the main dialogue area for the aliens.
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  • * Stacks can now be overkilled by a single shot; so if you do 3x the damage it would take to kill a squad with stacks, 3 squads will die from that stac * Add the ability to have weapon types that do bonus damage to stacks
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  • ...ns to hit the area that the cloaked ship is in, the cloaked ship will take damage as normal (but will not be revealed). ...n fields are a form of radiation that hit all enemy ships within a certain area around the field generator, draining the cloaking points of the ships they
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  • ** Blade damage from 60k*mk => 50k*mk. *** So, rather than tweak it around more, we'll just leave the mkI damage as-is and make the other marks linear with it. The allowed bonus in that r
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  • ...special ammo that does aoe damage, engine damage, and causes extra splash damage to targets under any forcefield it hits. ...n alternate form of human-tech forcefield that relies on reducing incoming damage more than absorbing it.
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  • * Medic Gunboat damage 300 -> 525. ...rs generally do their job, and can assist construction as well. A bit of a damage bump to hopefully increase their general usefulness.
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  • * When there is a stack of n number of ships, it already does up to n*x damage per shot from that stack, where n is at most 5, but lower if the stack is s ...ot extra for every 5 ships, which also is fine and leads to the same total damage output.
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  • ...nemy spy probes when they land hits. This was causing a lot of collateral damage and enemy ships waking up, depending on what race's flagship you had stolen * The Expand-Usable-Area action preview now tells you how much area it will convert per day.
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  • * Fixed a bug where very slight hull damage to the Ark could cause it to request repairs (preventing other stuff from g * Greatly increased the area in which you can move in the Angled camera view, since the way that the zoo
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  • * Fixed a bug in recent versions where the Spire Maw was not doing attrition damage to its contents. ** Gains build points as it takes damage, and spawns a Hydra Head when its build points are >= (max health)/(1+mark)
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  • ...lding and then destroy the cemeteries, etc. You have your entire district area to build in, and you can immediately build in it however you want to plan, * The area that an individual district can have in it is pretty darn small, but you ca
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  • ...u would just get 1. The reality is that you've probably dealt 15 worth of damage if you killed 15 ships, but it's possible that you only dealt, say, 12 ship ...20, 20, 20. So depending on the size of stacks at AI planets and how much damage your ships were inflicting to entire stacks this might be a big difference
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  • ...tering ram specializes in high-health targets, crashing into them for high damage and destroying itself in the process. Unable to hit smaller ships. ...shots. Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator).
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  • ...the Prison area in Stantonsburg you could actually get over to the squid's area. There is now a ravine blocking that. * In the Prison in Stantonsburg, the cutscene trigger area is now far larger, and then moves your characters into the appropriate posi
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  • ...le, and keeps them from "clumping" and thus becoming easy targets for area damage attacks. ...ing scrap. The buzz bomb explodes on contact with its target, dealing area damage. If the planet is cleared of enemy forces, the marauders will remain in pla
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  • ...other issues that we were having with efficiency and proper scale in this area. * The white ring around the planet area mysteriously stopped showing in the recent release, and we've decided to ju
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  • ...re of targets shooting within range of their orbit, returning a portion of damage back to the sender. Cannot be loaded into the transport. ...m back with its inertia rockets. Ships that resist its knockback take more damage. Can load into trasnports.
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  • * Fixed a bug that was causing the enemy health and damage multipliers (as you go down in floors) to not work properly on Misery diffi ...hit enemies and deal damage, or different ones if they hit and do not deal damage.
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  • ...elds do an extra 50% damage. If the target armor is below 80mm does triple damage. ...he sub-units. These now comprise a significantly larger share of the total damage potential.
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  • ** This also makes things a tad more efficient in that area. ...an extremely high resistance. Does a finite, but extremely high amount of damage spread across all targets. It's possible to have enough stuff on the planet
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  • ...ling in an effort to prevent it from going crazy when there is a scrolling area somewhere else on the screen. * Put in a hackish fix to the achievements extra-scroll-area bug that has been super longstanding (since at least 2010).
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  • ...ly destroyed, in the process. The self inflicted damage is the same as the damage dealt so the [[AI War:Mine|Mines]] can attack 16 times before being destroy ==Area Mine==
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  • ...ps with varying degrees of engine damage (they ignore ships without engine damage). -Since ships immune to their own damage types are now effectively immune to reflected shots, their autotargetting w
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  • ...seful to stack this up. reduction maxes out at 90% of original dmg. so 10% damage will always go through. ...'t get hit. so far so good. however regen value itself determines how much damage can be recovered in total.
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  • ...ess time to get around the city it also gives wider vision (and deployment area) within the city. ...particles on all tiles within range rather than just those actually taking damage.
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  • ...it so that they can't have their numbers run off the bottom of the viewing area. ...nergy Wave, dealing 2500 damage, firing 4 shots every 6 seconds, with a 6x damage multiplier against units with mass of at least 5.
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  • ** They also have the first vampiric attack, which heals them the amount of damage they do to enemies. * Microbosses will now chase you (or NPCs) from vastly further away in each area, rather than ignoring you until you get close.
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  • ...nits are unique in that they are suicidal, and die on impact, dealing area damage. In many ways, they are like miniature, AI-Progress-free lightning warhead ...er grenades over a medium distance, and the grenades explode and deal area damage to enemies. These are less potent per-impact compared to AutoBombs, but th
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  • Explosion Damage Smoke ...n they are damaged down to 33% or more. Mobile military ships do not emit damage smoke even if they are large (this helps performance).
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  • ...enade Launcher|Grenade Launcher]]. This is can also be referred to an AOE (Area of Effect) attack. ...or EMP mine, this ship can still be affected unless they have an the Area Damage or EMP immunity as well.
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  • ...nits are unique in that they are suicidal, and die on impact, dealing area damage. In many ways, they are like miniature, AI-Progress-free lightning warhead ...er grenades over a medium distance, and the grenades explode and deal area damage to enemies. These are less potent per-impact compared to AutoBombs, but th
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  • ...the [[Zenith Mirror]], all attacks that deal damage to this ship have the damage dealt multiplied by the indicated amount. ...e ship's armor as well as the normal damage to the ships health.<br/>Armor Damage slowly regenerates over time on all ships.
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  • ...Immunities|Immunities]] || align="center" | [[Armor Types and Bonus Damage|Damage Bonuses]] ! align="center" | [[Armor|Damage]] || align="center" | Attack Range || align="center" | Reload || align="cen
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  • ...Immunities|Immunities]] || align="center" | [[Armor Types and Bonus Damage|Damage Bonuses]] ! align="center" | [[Armor|Damage]] || align="center" | Attack Range || align="center" | Reload || align="cen
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  • ...Immunities|Immunities]] || align="center" | [[Armor Types and Bonus Damage|Damage Bonuses]] ! align="center" | [[Armor|Damage]] || align="center" | Attack Range || align="center" | Reload || align="cen
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  • ...Immunities|Immunities]] || align="center" | [[Armor Types and Bonus Damage|Damage Bonuses]] ! align="center" | [[Armor|Damage]] || align="center" | Attack Range || align="center" | Reload || align="cen
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  • ...ashes and gem rooms. Each region is guaranteed to have one secret mission area appear on the surface, and they are very often found in caves as well, each ...first goal is to battle your way through all of the monsters, to reach the area where the survivor is. Talk to them, and you begin the second part of the
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  • ...and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]] ! {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr}} | Reload || {{AlgCtr}} | Healt
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  • .... These were already about as efficient as they can be in this particular area. ** This area has been very rare for errors but it has come up prior to now.
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  • ...d-related mythos were looked at and adjusted. Any further feedback on this area is appreciated. ** Immune to ranged attack. Does no damage. Wanders at random at speed 1. All human units from any faction that come
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  • ...ou can guess where they are and attack them with [[AI War:Area Damage|Area Damage]]. An [[AI War:EMP|EMP]] warhead will still disable units in the system as ...e|Area Damage]] attack, it takes damage as normal. [[AI War:Area Minefield|Area mines]] are the most common cause of this when cloaked ships are operating
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  • ...he Fire Touch spell, which is a close range spell that doesn't do a lot of damage, but costs very little mana. Keep walking to the right, past the screen to continue to the next area. You may have noticed that there was more loot in the first room up high. Y
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  • ** Inflicts high damage on heavy defenses. Best ship class for hitting force fields and the final ** Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator).
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  • ** Inflicts high damage on heavy defenses. Best ship class for hitting force fields and the final ** Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator).
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  • ...Immunities|Immunities]] || align="center" | [[Armor Types and Bonus Damage|Damage Bonuses]] ! align="center" | [[Armor|Damage]] || align="center" | Attack Range || align="center" | Reload || align="cen
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  • *****The systems and bullet patterns denote how shots move, what their damage is, speed is, etc, etc, etc. **If a player is touching this ship, how much damage per second does that cause to the player? Default: 10.
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  • ...mmobile structures. They deal damage to any ship moving over them and self-damage in the process. Both AI and Human players can use them. Properly used, they ...br/>Enemy ships coming too close to these invisible traps will incur heavy damage. The minefield is also damaged, and eventually destroyed, in the process.
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  • * Ships not fully built now do not take hostile attrition damage. ** If something is currently remains, clear any death effect damage on it.
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  • ...er really high-guard-post-containing planets that are near to the player's area. On the higher difficulties, it makes neutering way more important, and al --Engine damage from 0 to 2
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  • ...nearly so) guys that hang out in an area and make it hard to go into that area somehow. ** Applies to the damage of shots generated by this entity, not to the entity itself.
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  • ** There may have been some bugs in this area previously, but the code was so hard to read it's hard to be sure. If ther ...keep the mobile fleets, and the Battlestation stuff, remotely in the same area as one another. You can't start segmenting your fleets and sending them of
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  • ...a-of-effect weapon, like the Stealth Exo's Welding Laser. This can, again, damage enemies on the other side of the door/wall. * Hit the area you believe the stealthed bots are in with an area-of-effect weapon such as the Siege Exo's Rocket Launcher. Do note that this
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  • * Fixed a since-before-alpha bug that was causing +specific-slot-damage perks to simply not work at all. ...what's going on and what to do about it. Players were confused where the damage was coming from, sometimes.
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  • ...containing hundreds of secondary explosives. Blankets an area with light damage that is extremely effective against melee ships but equally ineffective aga ...ian]]<br/>Enormous gravity distortion effect slows enemy ships over a wide area. Middling firepower specially geared towards starships and other large tar
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  • ...shots. Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator). ...tering ram specializes in high-health targets, crashing into them for high damage and destroying itself in the process. Unable to hit smaller ships.
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  • ...shots. Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator). ...tering ram specializes in high-health targets, crashing into them for high damage and destroying itself in the process. Unable to hit smaller ships.
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  • ...nge AI guard post with mid-power guns. Must be destroyed before humans can damage the AI Command Station on this planet. ...Guard Post]]<br/>Basic AI guard post armed with a single long-range, high-damage missile launcher.
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  • ...ift end at the hands of monsters, falling into acid water or lava, falling damage, or simply getting stuck in some hole you can't even see to climb out of. ...enchant slot, preventing you from using any other enchants there (such as damage reduction, the ability to breathe underwater, etc). The good news is that,
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  • ...cluding the Marauders and Dyson Sphere, which are capable of doing massive damage in the Galaxy on your behalf. Counting also the Human Resistance Fighters a ...iddled a fair bit with going back to the bloom that is more cropped to the area of the light emission source, but it just felt flat and fake. The hazier b
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  • {{AI_War_2_Icon|label=y|name=Spider}}: stronger engine damage. {{AI_War_2_Icon|label=y|name=V-Wing|icon=Fighter}}: weaker engine damage. Damage bonus against weak engines.
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  • ...they'd trigger themselves a second time, thus making them do twice as much damage as they were really suppposed to. This had some pretty dramatic effects th * Majorly toned down the landmines. They now do 4 damage instead of 8 (really instead of 16 because of the above bug), and they also
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  • | categories = Area-of-Effect Weapons<br>Projectile Weapons | damage = 750
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  • | categories = Area-of-Effect Weapons<br>Energy Weapons | damage = 2000
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  • | categories = Area-of-Effect Weapons<br>Projectile Weapons | damage = 300
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  • ...and left parts of the hud have now been combined into one new bottom-left area. ...varied, since again those are one of the most common "big swathes of empty area" terrains otherwise.
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  • ...amount of damage as the base sniper turret, but which also inflicts engine damage. -Ships that damage engines will now prefer to auto-target those ships that are presently mobil
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  • ...o longer prevent usage during the "off time", they just halve the outgoing damage of the spell. ...hance of these being found in any stash room, so use them judiciously. No area is more or less likely to have them.
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  • ...ck some specific first technologies, to do a bit of scouting of the nearby area, and then get on with the attack. It's not uncommon for players to take th * Engineers automatically work in a given area, keeping themselves busy. Putting them into FRD mode (see below) lets them
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  • ...Suicidal unit destroys itself when attacking in order to deal focused area damage to enemies.<br/>Part of the [[AI_War_Expansion_1:_Zenith_Remant|Zenith Remn .../>Each ship caught in the explosion (up to the limit of 10) will take full damage as listed.<br/>As the Autobomb destroys itself on its first attack, the Aut
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  • ...ips within its tractor range -- even those immune to normal Area of Effect damage.<br/>Spirecraft are built from a [[Spirecraft Mining Enclosure]] built by a ...and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]]
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  • ...n broken the environmental threats and shrapnel doing the proper amount of damage. Now both sides work properly. ...s (of both the player and the enemies) were doing roughly 2x the amount of damage they should have been. This was causing players to feel like they were con
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  • ...hacking to increase a property of some officer fleet centrepieces, such as damage, shield strength, or hull strength. This can be very effective when stacked ...ll reduce the range of AI turrets to 25% of their normal values, and their damage output to 50% of normal. Only works on planets of mark 6 or lower. Can be d
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  • -Holding the I key now shows the Hit Percent and Damage for all selected ships, or ships that you have the mouse over. This only w ...les into strongly-defended areas since their area attacks will do the most damage there as opposed to outlying areas.
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  • ...for the first time, and it was like... whoa. There's this huge amount of area there, and a few little icons here and there, but that's about it. One of ...ur character around the map - don't worry, you're safe unless you enter an area ('''E''') - and this will tell you about the type of region (Grasslands, Ic
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  • | categories = Area-of-Effect Weapons<br>Energy Weapons | damage = 1000
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  • | categories = Area-of-Effect Weapons<br>Projectile Weapons | damage = 1000
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  • | categories = Area-of-Effect Weapons<br/>Energy Weapons | damage = 300
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  • | categories = Area-of-Effect Weapons<br>Energy Weapons | damage = 300
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  • Gravity would be strangely low, and even light would hit this area in a really diffuse, low sort of fashion because it is so far from the sun. ...d the race would need to be naturally raditation-resistant, able to repair damage to their DNA as gamma rays cause cuts to their strands. It would be super
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  • ...high-impact grenades that explode on contact with its target, dealing area damage. .... Without proper bonuses, killing these can be a pain, especially with the area of effect of the attack.
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  • ...fires many shells that aren't massively powerful but do significant engine damage. Also, the post mounts many tractor beams which paralyze their victims. ...nes" which then attack human units. If one of these shredders does enough damage it replicates itself. Further, after a shredder has existed for 30 seconds
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  • ...at 5 is "Flavour to your game"; they are unlikely to be able to do severe damage to you even if ignored, even at intensity 8+. ...lot of effort into defeating them, and they have a real chance to do major damage to you. High Impact factions often require unique techniques or strategies
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  • ...a Mark II Short Range turret, fast movement, and a really massive coverage area for its tachyon beams. ...ting them), now damage all the protecting force fields by 2x the amount of damage they are dealing to the enemy ships. Thus it becomes much better to place
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  • ...and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]] ...{AlgCtr}} | Missile Ammo, Mass Drivers, Artillery Ammo, Sniper Shots, Area Damage, Black Hole Machines, Attack Boosts, Armor Boosts, Speed Boosts, Gravity Ef
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  • ...and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]] ...tr}} | Neutron || {{AlgCtr}} | Dark Matter Ammo, Minor Electric Ammo, Area Damage, Beam Weapons, Tractor Beams, Force Fields, Being Insta-Killed, Mines || {{
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  • ...and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]] ! {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr}} | Reload || {{AlgCtr}} | Healt
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  • ...y gain direct access to the core network of the AI, where they can greatly damage the AI's processing capabilities. ...ke sure they are able to destroy the terminal before losing control of the area. (Note that this unit is not captured on planet ownership change and must b
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  • ...op" | [[Electric Guard Post]]<br/>Emits fearsome large-scale electric area damage. ...am cannon that can vaporize many smaller craft in one blast, or do extreme damage to a larger target. The beam fired by this guard post is the same type as f
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  • ...and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]] ...rade || {{AlgCtr}} | Dark Matter Ammo, Blade Attacks, Fusion Cutters, Area Damage, Attack Boosts, Armor Boosts, Gravity Effects, Attrition, Tractor Beams, Re
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  • ...and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]] ...rade || {{AlgCtr}} | Dark Matter Ammo, Blade Attacks, Fusion Cutters, Area Damage, Attack Boosts, Armor Boosts, Gravity Effects, Attrition, Tractor Beams, Re
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  • ...containing hundreds of secondary explosives. Blankets an area with light damage that is extremely effective against small targets. ...etary bases -- similar to the base sniper turret, but also inflicts engine damage.
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  • ...f tools you may not be used to using (at least in the early game). Engine damage (spider turrets, riot starships), staggered tractor turrets putting "no ent ...fferent from zenith beams or human heavy beams) that can do quite a lot of damage when it gets a good shot. The outpost can support 4 of those frigates.
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  • ...grenades over medium distance. Grenades explode on contact and deal area damage to enemies. ...[[Electric Shuttle]] is a small number of shots necessary to reach maximum damage, keeping this craft away from the "attritioning" category. While it is tech
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  • ...amage than it actually receives in this way. <br/>Mirrors are very weak to area-of-effect, missiles, and melee attacks, since those cannot be reflected.<br The reflection does not prevent damage, but spawns an additional attack directed at the attacker.
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  • ...a friendly force field.<br/>A higher Mark [[Force Field]] givers a larger area of protection for nearby ships.<br/>As a [[Force Field]] is damaged, its ra ...solute health but effectively gains a very high [[Armor]] rating to resist damage form incoming enemy fire.<br/>
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  • ...and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]] ...ledge|Mark]] ||{{AlgCtr}} | [[Knowledge|Ship Cap]] || {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr}} | Reload || {{AlgCtr}} | Healt
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  • ...hat gun, it will take a lot of damage. Other things nearby will take some damage too. If it hits a forcefield, stuff under that forcefield also gets hurt.< ..., but not confirmed, that up to 25 units protected by the force field take damage to match the Plasma Siege Starship.)
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  • ...xed in with your main group of units. Let your main group deal most of the damage while your parasite/leach/nanoswarm units need only one hit to tag the enem ...ill be under player control and start with 50% or less health based on the damage done to them by ships with the reclaimer ability.
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  • ...ings like electric shuttles and lightning turrets from doing quite so much damage in the first blast (and is a tactic that human players use to great effect, ...ssible to issue move orders that would try to send ships outside the valid area of a planet.
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  • * [[AI War:Securing Your Hinterland|How Do I Secure The Area Around My Planets?]] ...ields: [[AI War:Shield_Damage_Reduction|What's This About Units Doing Less Damage When Protected By Forcefields?]]
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  • ...ge and tractor beams, but not to [[AI War:Mines|Mines]] and Area-of-Effect damage.
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  • ...ravity Drainer]]s, your flying blades of doom will be reduced to glorified damage-soakers. ...lee-ships, it is worth build an extra layer or two to increase the slowing area if you only unlock the mark-I version.
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  • ...is dangerous in death: like a lightning warhead, it emits a burst of area damage when it goes down.<br/>Note that this ship is AI only. {{AIWarTableGuardianSelfD}} Note that this ship only deals damage once when it dies.
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  • ...]] || valign="top" | Emits fearsome large-scale electric area damage. This damage is similar to the [[Electric Shuttle]] and strikes up to 200 enemies in ran
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  • * The overlord's "free casting" of world-map area-spells on the purified stratospheric citadels now cannot pick firestorm bec * Fixed a minor graphical issue where "molten lava damage" was reporting damage 100x higher than was actually being done to you.
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  • ...ongst the first units through a wormhole so that they may mitigate as much damage as possible.
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  • **if set, makes this shot do this kind of damage, rather than what the system specifies **multiplies the damage done by the shot
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  • |damage=1845 ...ry fragile, with long-range area-of-effect plasma torpedos that gain bonus damage against bubble forcefields only.
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  • ...mounts of health (starships, etc) which are therefore not terrible weak to area of effect attacks. Then send in the little guys once the immediate threat ...do not have a hull bonus against, they'll fare pretty well due to the low damage output (400 for shuttles, 800 for turrets) even with their near-absolute ar
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  • ...e varied sub-battlefields within the larger battlefields of each planetary area. *'''Missile Guard Post''' High Range High Damage Missile Launcher
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  • ...s can then be assigned to guard a particular spot or put on FRD in another area as required. ...ithm that tries for rapid-as-possible ship kills rather than maximum total damage)
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  • ...low-powered ship attracts all incoming missiles to itself from the nearby area. ...[[Eye Bot]]s ) and an unfortunate malus against [[Missile Frigate]]s. Its damage bonus should be noted should you need to take out an [[EMP Guardian]] or a
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  • ...containing hundreds of secondary explosives. Blankets an area with light damage that is extremely effective against small targets.<br/>Its short range rend
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  • This does not qualify as Area of Effect damage for the purposes of [[Immunities]].
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  • ...type stuff with water "washing over" multiple enemies in a row, etc. AOE damage isn't unique to this color, naturally, but it is intended to be a larger th
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  • ...containing hundreds of secondary explosives. Blankets an area with light damage that is extremely effective against melee ships but equally ineffective aga
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  • ...p through these small spaces with ease. Hooray! You also take 2x as much damage, but that's only a concern if enemies are right around at the time. ...how you are wedged, you might be able to blast yourself out of the narrow area with this spell.
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  • ...ll fire from enemy ships to itself in place of ships within its protection area.<br/> ...f the [[Force Field]] Mk. III and does not shrink as the Decoy Drone takes damage.
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  • | categories = Area-of-Effect Weapons | damage = 600
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  • | damage = 50 }}Aside from carpetbombing the nearby area with its volatizer, it also attritions its nearby allies to restore its own
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  • ...n incredibly powerful gravity generator slowing down enemy units in a wide area around it. ...n Guardian]]<br/> Mounts dozens of powerful implosion cannons that do more damage to targets with more health.
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  • |damage=3500 Mounts enormous tesla weaponry that turn the area around it into a lethal, weapon stunning light show.
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