Search results

Jump to navigation Jump to search

Page title matches

Page text matches

  • ...s at random, causing various problems for players depending on the type of train. Many trains enhance AI ships on the same planet, while others disable cert Nearly-indestructible robotic courier. Forms convoys and travels between [[Train Stations]] causing various problems for the human forces depending on the t
    12 KB (1,903 words) - 14:24, 17 January 2017
  • ...where the Tech menu would always list an incorrect number of each Command Station Type * The icon for the type of the command station is now drawn on top of human planets (you or allies), so you can see what s
    278 KB (47,062 words) - 16:30, 11 October 2019
  • * Fixed a bug that was causing Astro Trains to stall when their route would take them through a strongly-held hu ...consequences for losing a home command station are now 5x a normal command station, instead of 100x. This is relevant to co-op.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...there (that's to be fixed very soon), but now you can see if it's an astro train moving around or the macrophage or whatever, without everything using the " * Fix a bug where things were Autobuilding before the Command Station had finished building
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ** Defensive assault frigates (station-keepers) are now 6k energy instead of 12.5k. ** Watchman Frigates (station-keepers) are now 1k energy instead of 3k.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...tation now have new, larger graphics and icons. This includes the command station cores. This makes them more attractive, but also easier to see and select ...: Orbital Mass Driver (and related shot), Distribution Node, Gravity Drill Station, AI Co-Processor, replacement SuperFortress and SuperFortress
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...of the game find Heath Ledger's Joker staring out at you from the side of astro trains if you look at them closely at just the right angle. It's hard to m * Updated the astro train visuals to have an albedo texture and normal maps that give them more detai
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ** Astro Trains ...enemy, rather than just being "a few guys who show up now and then." And Astro Trains went from an annoying thing very few people wanted in the first game
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...eering buff, similar to the "Powerful Command Station" mod. This makes the station very helpful as an adjacent planet to reinforce fleets. ...rs count increased from 14 to 21. (Engineer hack gives it half of military station, this helps it out.)
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...to scale beyond your means to defend against. Other than your home command station, there are few strategic locations that are critical to defend, making HA c ...and all the parts are done in sim versus a small part (relating to command station type swapping) being done in the UI. This has the following results:
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...bably won't really fix the issue, but it's worth a shot. Apparently astro train and instigator base warnings play multiple times in succession, sometimes d * Fix a null reference exception when hovering a command station when it finished building
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...hing that did not have an explicit ship cap. So for instance, the command station and the metal harvesters, which are a "what you have here is what is there" ...h, it now gives you a text warning if any can't because they are immobile, station-keepers, loading into a transport, or on another planet.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * I made this handy feature where astro trains could spawn an early Depot for debugging purposes. I left it on. * Troop Accelerators now die with the Command Station.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • * There is now an Astro Train Depot that will spawn Golems for the AI ...ebug menu. It will spawn 8K strength of ships at the player's home command station (ignoring the Energy limits)
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...number (varies by difficulty) of guardians are now seeded at each command station and guard post belonging to the AI, except for special forces guard posts. ...s only allowed to add a single guardian per reinforcement, and the command station or guard post in question can't already have its cap of guardians. If the
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...having builder foldouts for those allies pop out when you build a command station, etc. Note that those "extra" phantom players in existing saves won't be r * Various astro train changes:
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...max mark level on the command stations (it was 4), except the home command station (which is still 4). * Fixed a bug where the command station fleets were never gaining EXP.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ** The knockback logic now launches stuff 2000 range units outside the station's effective range rather than 2000 range units inside, to help the autotarg ...y minor and the units certainly aren't in danger of overshadowing the econ station at this point, and the costs were interfering with the logic for rebuilding
    407 KB (65,607 words) - 12:09, 16 September 2017
  • |Protects the local command station from all harm while living (does not work on home command stations), slows === Relic Transport (Train Robbery) ===
    23 KB (4,043 words) - 14:00, 6 April 2022
  • ** Teleporting battle station fires multiple lightning shots. ...different categories of ships represent the different tabs in the command station or mobile builder menus. Rather than being built through a looping queue (
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ** Teleporting battle station fires multiple lightning shots. ...different categories of ships represent the different tabs in the command station or mobile builder menus. Rather than being built through a looping queue (
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...The other expected result is the AI acting more sensibly when its command station has been prematuraly destroyed or when ships are freed from a guard post. * The way that the AI thread keeps track of Astro Train Stations and Special Forces Rally Points (of all sorts) is now significantl
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...e 30+ bombers have a hard time taking out an otherwise-unprotected command station simply because it was being boosted by several shield boosters. This then ** When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ** When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the ** When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the
    28 KB (4,560 words) - 19:50, 1 February 2015
  • ...iege Starship from being able to hit: warheads, Avengers, Superfortresses, astro trains, enclave starships. ...to make a conscious decision (either in destroying the post or the command station) for that to happen.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...k" message is now broader and should encompass all ways in which a command station can take damage, notably including plasma-siege under-forcefield splash dam * Removed tachyon beams from astro trains (except the Tachyon Train, which still has planetary coverage).
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ** If the player has < 10000 metal and hasn't upgraded their home command station or Metal Generation, they are reminded about those mechanics for increasing ...alerted eye warnings. And devourer warning, zenith trader warning, astro train warning, enraged harvester warnings,
    293 KB (50,070 words) - 11:33, 14 October 2020
  • '''Q:''' Does The AI Progress Go Up When I Lose A Command Station? * Destroying Astro Train stations
    15 KB (2,573 words) - 15:05, 24 April 2015
  • <big>'''How Do I Keep Astro Trains Off My Planets?'''</big> '''Q:''' With AI players of difficulty 5 and up, Astro Trains keep coming through my planets and shooting up my stuff. It doesn't
    2 KB (296 words) - 14:04, 1 February 2015
  • ...randomly selected Train Master AI Type would not automatically enable the Astro Trains plot. * Core Warhead Interceptors are no longer destroyed with the AI command station. This means that they can actually be captured now.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...Hacking" mechanic whereby you can hack an AI-controlled Advanced Research Station so that when you later capture it you can select from one of three randomly ...wave interval (which impacts wave size), re-imagining the Military Command Station's weaponry, and adding the new per-planet-cap'd Minifortress.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...e AI manages to snipe an economic command station planet behind a military station planet. Waves however have one weakness. They can only spawn from AI warp g ...ardposts and structures overtime. However, a reconquested planet's command station and warp gate will no longer give out any AIP. So if you want to take back
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...mediately exit dead-end worlds. Now they will first travel to the command station and back on the world before leaving. -Previously if AI ship was regenerated (e.g. by a regenerator train) it was being regen'd free-to-hunt-human-players even if killed by a minor
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...ough currently not upgraded by any tech, they do upgrade with their parent/station. ...tiers' which triggers auto-scouting the same as if you had destroyed an ai station.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • -Capturable ships do not come under player control until a command station is finished being built (previously they came under control as soon as it s ...ts. This is in addition to the existing 50% chance when the enemy command station is lost.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • * Destroying an [[AI War:Command Station|AI Command Station]]: '''+15''' ''(Automatically destroys the warp gate for a total of 20 AIP. * Destroying an [[AI War:Astro Train Station|Astro Train Station]]: '''+3'''
    3 KB (550 words) - 13:51, 21 October 2016
  • ...on death, the AI Home Command Station will spawn a massive offensive space station that heads straight for the human homeworlds to destroy them unless stopped ...s at random, causing various problems for players depending on the type of train. Many trains enhance AI ships on the same planet, while others disable cer
    5 KB (869 words) - 03:23, 16 August 2016
  • -Astro Train Stations are now immune to reclamation by parasites. ...are then available as choices at any colony ship). To "upgrade" a command station, the old one must first be deleted and then the new one added.
    22 KB (3,797 words) - 13:38, 1 February 2015
  • ...ot: the avenger space station that spawns on the death of the core command station of the AI with the avenger plot. The Avenger is incredibly powerful, and w ...the respective ai core command station is destroyed. If the core command station has already been destroyed, the plot cannot be triggered for that ai player
    41 KB (6,639 words) - 19:47, 1 February 2015
  • * [[AI War:Astro Train Station|Astro Train Station]]
    2 KB (388 words) - 04:01, 21 July 2016
  • ...kill the command station. The ships around the wormholes and the command station at the very least will then go into [[AI War:AI_Ships|"Free" behavior mode] ...or astro train stations, those are often a good idea. Having a great many astro trains coming into the system can make things a lot more difficult, especia
    14 KB (2,437 words) - 19:50, 1 February 2015
  • ...t in the current system (this prevents ships from getting stuck up against train stations, etc). ...icularly useful for space tugs being constructed by a moving mobile repair station).
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...s (like Advanced Factories, Fabricators, etc) other than your Home Command Station, and instead gets a bonus to the size of its Cross Planet Attacks. When pre |'''Train Master'''
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ...the perma-cloaked wormhole guard posts, which don't die until the command station dies, usually. So planets with more wormholes have higher ship cap intrins '''A:''' "Neutering" a planet refers to leaving the command station, but destroying all the guard posts -- so the planet still belongs to the A
    16 KB (2,944 words) - 15:36, 24 April 2015
  • * Metal Harvesters income down from 100 to 80 per Mark, Home Command Station up from 800 to 900 to keep income the same at game start. * Economic Command Station metal income down from 350 to 250 per Mark.
    50 KB (8,414 words) - 11:12, 15 October 2018
  • {{AI War 2 Ship:Astro Train Station}}
    37 bytes (6 words) - 17:58, 25 October 2018