Search results

Jump to navigation Jump to search

Page title matches

  • <big>'''What Do I Do With My Older Ships?'''</big> ...ds, once I can build t2 ships, I wouldn't still be building or using my t1 ships. AI War seems to be different, but I don't know exactly what I'm supposed
    2 KB (285 words) - 14:12, 1 February 2015

Page text matches

  • ...ply either "number of human military ships here" or "number of AI military ships here", whichever is larger (though capped at 4x the smaller value) and divi ...ded over to an arbitrary different player (and we mean _arbitrary_; it was using an outer loop index, i, instead of the index j that had the actual player n
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...at could happen in the fleet popout window when looking at certain modular ships. * Fixed a bug with the new FRS ships added last build, where they did not have the proper tag to actually add th
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...These things drift with time, and with the recent introduction of so many ships in the last two expansions and AI War 4.0, a sweeping overhaul was in order ...th to victory!). Gratuitous plug: Has player-controllable modular capital ships LARGER than Golems.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...translate over perfectly to MP. This is also a GIANT performance buff on older computers in particular. This stuff was happening in Stage3 of the sim for ...s that the Arcen.AIW2.External namespace needs to NOT be included using a "using" reference, or else we're just right back to square one. We want reference
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * The 'watched fleets above ships' setting for the Planet menu now persists through application close/reopen. * The AI no longer sends bonus hunter ships against human-allied marauders at AI difficulties <= 5. At higher difficult
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...this is NOT counting the new ones added as part of CoN. Most of these new ships went to the AI or are things that the players must capture, but there are a ...ields/nebulae have seen a rather startling improvement as well. Those new ships come with a bunch of new prerendered-3D graphics, as well.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • * Previously, when your ships exploded anywhere in the galaxy it played the same audio cue. Now if they * Fixed a bug where strategic reserve ships could be freed as threat while attacking.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ** This will solve the issue of FRD-mode ships absolutely not listening to you when there are enemies on a planet. ** Now it is a lot more careful with how things go into and out of the pool, using the appropriate multithreading locks, as well as making it so that in the (
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * The Metal Flow popup window now shows how much Metal your ships have Metabolized, and your per-planet metal income ...up number no longer replaces the stack count -- which also is the count of ships contained in transports. That was pretty critical information that was bei
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...scenarios that are in the game at the time of this writing. The number of ships that he originated or ported over is very very large. * Ship concepts (which were not part of the many many faction ships above):
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * The vote to join existing federation text was using skylaxian-sounding terminology for all races. Fixed. * The armament of the burlust warlord ships is now... very intensely faster. If you still find it exploity, then we ca
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...verhaul for attractiveness and theming, and the number of mods and ease of using them rose quite a lot. * 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 m
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Gyrn now displays information about what ships it is building for other fleets ...take with you even deep into enemy territory... that also speeds up allied ships when it is around!
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * Big nerfs to the AI's Prime ships * Add some defensive code to the Ships sidebar for a rarely seen exception
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...any and all of them that exist, rather than it waiting until you would be using them and then throwing errors every frame. ...art the program with this enabled, then it won't even bother loading these ships into RAM, thus even further lowering the requirements (and making loading f
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * Improved auto-gather logic to avoid science ships bouncing around. ** Will now build up more ships before making aggressive moves.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • * Fixed bug where the put-in-low-power button was working but not visible for ships without build queues. ...a1; previously it wasn't possible to properly use the latter to filter the ships affected by a drag-box select action.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Incoming wave notifications now actually list the number of ships instead of the number of squads ...of a lot of the external classes for special factions. Basically we were using the singleton pattern all over the place, and a lot of static variables, be
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ** A New Minor Faction: the Dark Spire. These only awaken when many ships die near their spawners, but once they really get going neither the AI nor ...tegic Reserve. The AI gradually adds strength to this reserve and deploys ships from it to critical defense actions, especially homeworld defenses. It als
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...hat is much bluer and also brighter, changing the look of the dark side of ships and objects. ...n a lot of ways. We've come up with a way to get the glowy look simply by using HDR emissive colors that give the illusion of glow thanks to changing shade
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * Fix a problem in the Save Game menu where we weren't using columns, so you could only see 4 save games at a time * Rework the logic for the "Ships are in combat" and "Major attack detected" voice effects so as to not spam
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * Fixed the shield starships using the laser guardian graphics. * Rather than using solid objects visually as projectiles, we're now using trail renderers. This gives much smoother visual updates regardless of how
    123 KB (20,999 words) - 17:37, 25 October 2018
  • *** While using this logic, Spores will attempt to move to nearby 'gathering point' planets ...pawn Extragalactic War Units, very powerful ships that the AI is generally using to fight real enemies, not what it sends at the puny humans.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...ing by some rate (say, 2%), it now multiplies that amount by the number of ships in the stack, maximum 20 (so 2% would lead to 40% in a stack of 20 or more) ...o have cheated but never opened the debug menu. If some other function is using one of the cheat methods (we didn't find any in a code review), then this w
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...emies using the wrong spells, or not being able to cast spells, or players using one ability and getting the wrong projectile would be the risks here). ** But on the other hand, this was a rather severe performance problem for older machines in general, and we just couldn't leave this in when so many people
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...has the ability to have fleet-specific upgrades and upgrades that benefit ships in a variety of fleets. * Colony ships have been removed from the game, since that was a level of indirection that
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...dividual map seed (variants of that map seed, based on position, available ships, or other factors all count as the same). Each player profile has a separa ...f that specific type, or if a ship of that type is not available, then any ships of that class. For example, if a group of fighters is targeted on a Rai
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...of particulate matter that they can use to constitute themselves and their ships. At the moment it provides immense defensive bonuses and some manufacturin ...ously the Obscura were basically scouring all the outposts. And they were using those to create more armadas while they were at it.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • Ships - Energy Reactor I, II, and III -Ships being built through queues now have their costs deducted over time, as each
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...ddition, they have a particularly powerful Hunter fleet focused on cloaked ships * Ships not fully built now do not take hostile attrition damage.
    115 KB (18,274 words) - 10:11, 15 May 2024
  • ...eatens you after a fleet-wipe, and allows you to harvest the remains of AI ships lost in your territory to accelerate your rebuilding. This led to a somewh ...is isn't a big improvement on far zoom performance-wise, but it's nice for older graphics cards.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...s, or randomly popping into your planets, as with the other special forces ships. -AI ships trapped by a black hole machine will now try to destroy that device rather
    41 KB (6,639 words) - 19:47, 1 February 2015
  • * New Drones for the Swarmer AI no longer show up as bonus ships. ** Make VGs more likely to share energy instead of spawning ships; 25% chance of sharing instead of 10%
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...ered on itself with effectively planetary range hitting up to 500 targets. Ships with albedo >=0.7 take only 1% damage ** The module will no longer appear in the UI. Existing games with ships that have used this module will have balance problems since you can no long
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ** A similar one, that is a bit less fancy, has been added to the ships and direct build tabs as well. ...on top of themselves anymore. This makes them a bit taller, matching the ships tab.
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ...ural error late in the game where it was referring to the old mechanics of using mana or whole survivors to power your respawns. ...mselves are vastly smaller as fits a single NPC rather than the groups the older burrows were originally designed for.
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...e game. And in fact the rest of the game will run even smoother thanks to using smaller images than 256x256 in many cases now. * Added in-game instructions for using Power Slide
    278 KB (45,949 words) - 19:51, 1 February 2015
  • * Use SHMUP-style controls has had its text reworded to no longer talk about ships. ...some but relatively subtle, and it's possible to get better performance on older graphics cards without the various ones of them on.
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...you and your friends start executing coordinated attacks with thousands of ships! * Insanely high unit counts: 30,000+ ships in most games.
    27 KB (4,189 words) - 11:36, 9 August 2021
  • -In recent releases, the CounterSpy ship was unable to actually hit cloaked ships. Fixed. ...he ships would just appear at the center of the planetary area. Now those ships will appear at one of the command posts, or the ship that is providing the
    18 KB (3,048 words) - 19:47, 1 February 2015
  • -Holding the Ctrl key now shows the name of a wormhole in front of any ships or icons that are on top of it. There is also now an option in the setting -The graphs screen now uses a listbox along the left, instead of using a dropdown at the top, so that it is easier to find and select the various
    22 KB (3,797 words) - 13:38, 1 February 2015
  • *** Thanks to tadrinth for suggesting that the resource-using buildings be available sooner in the tech tree since you get resource-gathe ...hink the reason most people did not report it before was that they avoided using it at all because it was intimidating. That's sign enough in itself.
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ...king the little Give button at the bottom of the screen. You can only give ships that the other player has also unlocked, and that would not put them over t ** You are also able to gift ships like metal/crystal harvesters between players. This is the best way of sha
    8 KB (1,461 words) - 14:06, 1 February 2015
  • ...ugh about spending their whole budget. Especially when the set of eligible ships is heavily restricted (e.g. the guardian-only or starship-only AIs). ** What we're now using, which seems to work great, is the ThreadPool class, which is part of Mono/
    27 KB (4,501 words) - 17:36, 25 October 2018
  • <big>'''What Do I Do With My Older Ships?'''</big> ...ds, once I can build t2 ships, I wouldn't still be building or using my t1 ships. AI War seems to be different, but I don't know exactly what I'm supposed
    2 KB (285 words) - 14:12, 1 February 2015
  • ...o fight them off early. This will be hard until you get some higher-level ships. ...onomic technologies can help you bring in more resources or produce/repair ships faster.
    7 KB (1,144 words) - 09:10, 17 April 2015
  • ...is much less descriptive than than the other minor factions page. This is older and inferior to the other page. ...with anyone who can pay. They travel around the galaxy, providing special ships (for a hefty fee) to both human and AI players alike.
    10 KB (1,590 words) - 15:57, 22 November 2018
  • * Since 2010 when we switched to the Unity 3D engine, we've been using their WWW class to load images from the disk asynchronously. However, in m * Fixed a bug where region 0,0 was being considered passable to deep-sea-ships. This wasn't generally a problem (as that region and all bordering it are
    27 KB (4,441 words) - 21:27, 13 July 2015