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  • ...ent version of AI War, Tachyon Guardians are now [[AI War:Tachyon Sentinel|Tachyon Sentinels]], who are much weaker and easier to deal with.
    785 bytes (115 words) - 11:11, 26 October 2018

Page text matches

  • * Updated the Spider Guardian description to reflect that it doesn't fire sniper shots anymore (so scout * Dire Guardian Lairs now seed no closer than 4 hops from human homeworlds, instead of no c
    209 KB (33,423 words) - 12:14, 16 September 2017
  • *Tesla Guardian and variants (including Dire) now have shield harmonics so they can actuall * Fixed a boolean inversion that was causing tachyon beams, tractor beams, gravity generators, and similar to never show up in t
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ** Carrier guardian substantial updates to be less dark (but still dark). Cubemaps now, etc. ** Dire hunter guardian much brighter and fancier.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...ians added in LotS are more special-purpose) and doesn't touch the Tachyon guardian since it's not really focused on combat. ** Laser Guardian shots-per-salvo from 15 => 8 (previously these things had really high dps f
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...ians now have zero extra armor and zero extra health compared to the basic guardian template. Their attack is now 10k * shiplevel rather than just a token shi ...inforcements added at this guardian during each reinforcement event at the guardian's planet (they don't count as a guard post in any other fashion, though - n
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Vampire Guardian, Fortified Tesla Guardian, EngineGx 13 -> 7. * Nucleophilic Guardian EngineGx 12 -> 7.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • The other common method of a cloak not hiding a ship is Tachyon Beams.<br/> == Tachyon Beams (Stealth Detection) ==
    8 KB (1,435 words) - 14:11, 1 October 2017
  • ** So are tractor and tachyon arrays, focused gravity generators, and minefields. These are so un-tempti * Tachyon Arrays, Sentry Frigates, and Focused Gravity Generators are now upgradeable
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * Planetary Controllers now have a very basic level of Tachyon output, so a defending planet will never be completely unable to decloak en ** It also has a strong tachyon emitter.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...heir planets (or next to a neutral planet), stating what type of warp gate guardian was added and on which AI planet. * The awesome modified version of the beam guardian that was created by HitmanN as a mod has now been integrated into the main
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * Fixed the shield starships using the laser guardian graphics. ** Dire Implosion Guardian
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * Templar can build Guardian Boosters, to make their guardian fleets stronger * Balance adjustments to a pair of HRF guardian units that players can hack for when HRF is enabled from the start of the g
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...h in" fleet ships for guardians to bring them up to a roughly 1:1 ratio of guardian strength to fleet ship strength. ...) still cost power, as do non-turrets (grav generators, shield generators, tachyon arrays, beam cannons, etc). Tractors may be moved to the no-power list, we'
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * Fixed a bug where Tachyon Guardian MkIs were being seeded on all AI home and core worlds instead of MkVs. * Tachyon Guardians are now shown as icons on the intel summary for planets, as they
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Stealth Guardian engine 18 -> 9. * Spider Guardian engine 18 -> 14.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ** This prevents fields of Tachyon Sentinels from being build ...at you can recognize to see what KIND of turret or corvette or starship or guardian or whatever they are.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...speed boosters are now capped at 10 per planet for the AI. Decloakers and tachyon drones are now capped at 4 and 2 per planet for the A (and the ship caps fo ...efore the AIs lost turrets. The difference now, however, is that if these tachyon guardians are destroyed, the AI is very unlikely to rebuild them (though it
    183 KB (30,714 words) - 11:55, 16 September 2017
  • * Minor factions are forbidden to kill Tachyon Sentinels, as it makes it too easy for the player to explore quickly * Player tachyon arrays now have the same icon as AI tachyon sentinels.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * Also fixed the same darn issue in gravity planning and tachyon planning. ** Ditto the Polarizer strikecraft and Polarizer Guardian, and Electric Bomber strikecraft.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...strength to add mkV guardians to the carrier instead. Since a single mkV guardian is worth about the same as ~2.2 full caps of mkI fighters, that's pretty go ...planet-wide EMP or tachyon detonations occur, as from a warhead or an EMP guardian, a chat message is now sent to the human players telling them who detonated
    223 KB (36,110 words) - 11:56, 16 September 2017
  • *Gravity guardian has 0.5 slow at all marks. *Plasma Guardian lowered Albedo from 0.4 to 0.3
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Removed tachyon beams from astro trains (except the Tachyon Train, which still has planetary coverage). ** And a Mime will no longer throw back Tachyon warheads.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * [[AI War:Tachyon Microfighter|Tachyon Microfighter]] * Cloaking, free reign in absence of tachyon
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ...wormholes into enemy planets, often I find these blue beams coming out of 'Tachyon Sentinels' and hitting my cloaked ships. What is that? ...tionary unit. To stop the AI from tachyoning your scouts, just blow up the Tachyon Sentinel at the wormhole
    1 KB (246 words) - 14:04, 29 October 2018
  • ==Guardian reinforcements== ...mand station or one of the guard posts. It is only allowed to add a single guardian per reinforcement phase and the command station or guard post in question c
    4 KB (608 words) - 14:22, 16 June 2016
  • * The Chain Lightning Guardian now has the correct overlay * Implemented the new Retribution Guardian and its Royal variant
    113 KB (18,449 words) - 16:11, 1 June 2021
  • * Give the corrosive guardian and guard post a new overlay * Fixed the Brutal Darkness Guardian being completely immune to tachyon beams instead of resistant.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • Aside from being revealed by enemy tachyon beams, the only other way that cloaked ships become visible is by firing th == Tachyon Field ==
    18 KB (3,012 words) - 21:16, 7 August 2022
  • ** Also helps some on tachyon planning, tractor planning, and metal flow planning. But again, the help h ...UI, but it was misordering all their various other systems like cloakers, tachyon or tractor beams, etc.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • | '''EMP Train (6):''' || Basically an EMP-guardian in train form. This is another one of the train types that's got way less h | '''Nuclear Train (10):''' || Kinda like an EMP guardian, but only triggers on non-destroyed planets with a human command station pr
    12 KB (1,903 words) - 14:24, 17 January 2017
  • * Grappler Guardian nerfs ** Same with Disable Tachyon Beam Visuals, it has become Draw Tachyon Beams and its description has been updated.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Guardian reinforcements 'fixed' to occur in previous update have been reverted. Apo * fix to tachyon beams not being disabled by perf setting.
    113 KB (17,931 words) - 02:03, 12 May 2024
  • * Revealer Battlestation tachyon range now covers the entire planet. * Tachyon Array range increased 25%, now decloaks twice as fast.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...ip so that it can not be revealed by [[Cloaking_and_Tachyon_Beams(Stealth)|Tachyon Beams]]. Note that when a ship is boosting another ship's cloak with this a ...<b>Enemy-Only EMP On Wormhole Exit:</b> || The major danger that the [[EMP Guardian]] poses, this ability causes it to emit an [[EMP]] pulse that affects only
    17 KB (2,941 words) - 22:08, 1 February 2015
  • ...ent version of AI War, Tachyon Guardians are now [[AI War:Tachyon Sentinel|Tachyon Sentinels]], who are much weaker and easier to deal with.
    785 bytes (115 words) - 11:11, 26 October 2018
  • * Tachyon Sentinel mass up to 4, from 0.3. * Tractor, Gravity and Tachyon defense structures have had major cost increases and much lower self buildi
    50 KB (8,414 words) - 11:12, 15 October 2018
  • '''''(Optional) Tactic 3: Kill Tachyon Guardians''''' Every AI planet not adjacent to a human homeworld has at least one [[Tachyon Guardian]] at every wormhole. These guardians are often the only ships that can de-
    6 KB (999 words) - 14:09, 1 February 2015
  • ...ny AI system in which tachyon detection has been removed (mostly [[Tachyon Guardian]]s). In contrast it is usually more micro-intensive for a conventional flee ...d against, as they are immune to your long-range turrets. Placement of a [[Tachyon Beam Emitter (Stealth)]] and [[Gravitational Turret]]s near all hostile wor
    2 KB (295 words) - 11:40, 16 February 2015
  • ...chyonSentinel.png|50px|left|]] || valign="top" | [[AI War:Tachyon Sentinel|Tachyon Sentinel]]<br/>Watches a wormhole and reveals scouts and stealth invaders. ...anLair.png|50px|left|]] || valign="top" | [[AI War:Dire Guardian Lair|Dire Guardian Lair]]<br/>Slowly builds fearsome [[AI War:Dire Guardians|Dire Guardians]]
    5 KB (680 words) - 11:53, 17 August 2016
  • ...lanes are immune to tractor beams and thus good for chasing down [[Tractor Guardian]]s and [[Spire Tractor Platform]]s that kidnap your ships. Upgrades increa ...roughout your systems, Space Planes will be hard to root out. Establishing tachyon coverage and gravity turrets will make everything a cake-walk, so it's impo
    2 KB (319 words) - 12:11, 16 February 2015
  • ** The ability for factions to at times cause a tachyon burst to deal with certain cloaked defender situations. *** Guardian-level units transform into Ghouls, which have an AOE acid weapon
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...Post''' is cloaked and has no guns. The only way to destroy it is to use a tachyon detector device to uncloak it. Usually discovered when a resource node is u 35 new guardians have been added to LotS (5 marks each of 7 new guardian types): Carrier, EMP, Self Destruction, Special Forces Rally, Vampire, Warp
    8 KB (1,442 words) - 02:58, 17 June 2016
  • ...ir numbers before a full assault. This works best when the local [[Tachyon Guardian]] has been destroyed, and a damage soaker is available to divert enemy fire
    2 KB (374 words) - 11:40, 16 February 2015
  • ...A volley or two should also disable the engines of an average starship or guardian. As engine health does not rise with mark-level, a full complement of Spide * 200 - [[Fighter]]s, [[Bomber]]s, [[Tachyon Microfighter]]s, [[Space Tank]]s, [[Space Plane]]s
    3 KB (453 words) - 12:16, 23 September 2017