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- 25 bytes (4 words) - 12:04, 2 March 2015
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- ...r}} | [[Metal and Crystal|Metal Cost]] || {{AlgCtr}} | [[Metal and Crystal|Crystal Cost]] || {{AlgCtr}} | Total Cost || {{AlgCtr}} | [[Energy|Energy Cost]] || ...r}} | [[Metal and Crystal|Metal Cost]] || {{AlgCtr}} | [[Metal and Crystal|Crystal Cost]] || {{AlgCtr}} | Total Cost || {{AlgCtr}} | [[Energy|Energy Cost]] ||59 KB (6,126 words) - 13:37, 30 September 2017
- * Removed parentheses from around the unused-crystal-deposits number; they were removed several versions ago from the correspond ** Crystal Cost from 500 => 1500 (the main reason for the resource cost increase is th367 KB (58,728 words) - 12:16, 16 September 2017
- * Fixed a bug where the resource bar metal/crystal/energy/knowledge mouseover tooltips would show lines for champion-only play ** Metal,Crystal production from 16,16/32,32/64,64 => 24,24/48,48/96,96 (the same as logisti407 KB (65,607 words) - 12:09, 16 September 2017
- ...in as close-to-zero positive net energy balance because energy costs metal+crystal per second and a positive net energy balance provides no real benefit. ...he enemy target. When the target dies, a percentage of the target's metal+crystal construction cost will be granted to the player that did the most reprocess223 KB (36,110 words) - 11:56, 16 September 2017
- ...sources_IncreaseCrystal works on the give-resources menu and increases the crystal-to-give by 1,000. Defaults to Alpha0. ...sources_DecreaseCrystal works on the give-resources menu and decreases the crystal-to-give by 1,000. Defaults to Equals (next to Minus on many keyboards).245 KB (38,972 words) - 11:55, 16 September 2017
- ** Ten each of metal and crystal manufactories. * The per-second costs of metal and crystal are now shown in a smaller parentheses in the ship costs line in tooltips.183 KB (30,714 words) - 11:55, 16 September 2017
- ** The metal and crystal costs of mines are now 6x higher. * Metal and Crystal Harvester Marks I/II/III now produce 12/14/16 instead of 12/13/14.151 KB (24,808 words) - 19:48, 1 February 2015
- ...; the time required to build queue-based ships is now based on their metal/crystal cost. -The displayed income rates for metal and crystal now are shown as a net value of the difference between the total income and48 KB (8,166 words) - 13:40, 1 February 2015
- ** Zero crystal cost. * The health of scout starships is now 2x lower, but their crystal cost is now 4x lower.165 KB (27,263 words) - 19:48, 1 February 2015
- ...and 1 Large(ForceField) module slots.<br/>Produces 300 [[Metal]] and 300 [[Crystal]].<br/>Part of the [[Fallen Spire Campaign]]. ...| [[Metal and Crystal|Metal Cost]] || align="center" | [[Metal and Crystal|Crystal Cost]] || align="center" | Total Cost || align="center" | [[Energy|Energy C15 KB (1,652 words) - 23:20, 10 April 2012
- ...r}} | [[Metal and Crystal|Metal Cost]] || {{AlgCtr}} | [[Metal and Crystal|Crystal Cost]] || {{AlgCtr}} | Total Cost || {{AlgCtr}} | [[Energy|Energy Cost]] || ...r}} | [[Metal and Crystal|Metal Cost]] || {{AlgCtr}} | [[Metal and Crystal|Crystal Cost]] || {{AlgCtr}} | Total Cost || {{AlgCtr}} | [[Energy|Energy Cost]] ||16 KB (1,520 words) - 17:55, 27 February 2013
- ...| [[Metal and Crystal|Metal Cost]] || align="center" | [[Metal and Crystal|Crystal Cost]] || align="center" | Total Cost || align="center" | [[Energy|Energy C ...| [[Metal and Crystal|Metal Cost]] || align="center" | [[Metal and Crystal|Crystal Cost]] || align="center" | Total Cost || align="center" | [[Energy|Energy C17 KB (1,924 words) - 22:42, 1 March 2012
- ...| [[Metal and Crystal|Metal Cost]] || align="center" | [[Metal and Crystal|Crystal Cost]] || align="center" | Total Cost || align="center" | [[Energy|Energy C ...| [[Metal and Crystal|Metal Cost]] || align="center" | [[Metal and Crystal|Crystal Cost]] || align="center" | Total Cost || align="center" | [[Energy|Energy C14 KB (1,619 words) - 20:41, 1 March 2012
- ...| [[Metal and Crystal|Metal Cost]] || align="center" | [[Metal and Crystal|Crystal Cost]] || align="center" | Total Cost || align="center" | [[Energy|Energy C ...| [[Metal and Crystal|Metal Cost]] || align="center" | [[Metal and Crystal|Crystal Cost]] || align="center" | Total Cost || align="center" | [[Energy|Energy C15 KB (1,666 words) - 23:53, 9 April 2012
- ...| [[Metal and Crystal|Metal Cost]] || align="center" | [[Metal and Crystal|Crystal Cost]] || align="center" | Total Cost || align="center" | [[Energy|Energy C ...| [[Metal and Crystal|Metal Cost]] || align="center" | [[Metal and Crystal|Crystal Cost]] || align="center" | Total Cost || align="center" | [[Energy|Energy C11 KB (1,230 words) - 20:42, 1 March 2012
- ...think that the system is still under its control.<br/>Consumes 40 Metal & Crystal.<br/>Prevents the AI from initiating Attack Waves against this planet, incl ...r}} | [[Metal and Crystal|Metal Cost]] || {{AlgCtr}} | [[Metal and Crystal|Crystal Cost]] || {{AlgCtr}} | Total Cost || {{AlgCtr}} | [[Energy|Energy Cost]] ||20 KB (2,345 words) - 12:52, 30 October 2018
- Metal/Crystal cost from 5000/3000 to 10000/6000 -Broken/Regular Armored and Artillery Golems now require more metal than crystal to repair, but still the equivalent of both.41 KB (6,639 words) - 19:47, 1 February 2015
- ...the queue will skip over it.<br/>If there are insufficient [[Metal]] or [[Crystal]] to build a ship construction will slowly proceed as resources flow in.<br ...e build process so that at 25% construction progress, 25% of the Metal and Crystal the unit requires have been consumed.<br/>This unassisted build time is sho9 KB (1,581 words) - 20:43, 26 April 2015
- ...r}} | [[Metal and Crystal|Metal Cost]] || {{AlgCtr}} | [[Metal and Crystal|Crystal Cost]] || {{AlgCtr}} | Total Cost || {{AlgCtr}} | [[Energy|Energy Cost]] || ...r}} | [[Metal and Crystal|Metal Cost]] || {{AlgCtr}} | [[Metal and Crystal|Crystal Cost]] || {{AlgCtr}} | Total Cost || {{AlgCtr}} | [[Energy|Energy Cost]] ||10 KB (1,063 words) - 12:41, 15 June 2017
- * Set metal and crystal cost of Lightning Torpedoes to minimal values to prevent efficient resource ** This can actually cost a fair bit of metal and crystal, so once your scouts have stopped making progress you'll want to pause that209 KB (33,423 words) - 12:14, 16 September 2017
- ...other RTS games, there is no "market" for selling off your existing excess crystal/metal, but by adjusting your inflows with Manufactories you can re-balance ...at would be a huge waste. But expert players often do have both metal and crystal harvesters in play at once, with just one group or the other paused. A pau3 KB (468 words) - 11:01, 26 October 2018
- -The metal, crystal, knowledge, and energy HUD data is now visible for all allies (active or di ...ble for players to diagnose higher-than-it-should-be expenses of metal and crystal (which are usually due to errant engineers or some ships that were under co47 KB (7,691 words) - 11:53, 16 September 2017
- * '''Harvesters''' (Metal and Crystal variants) ** Mines crystal or metal found amidst rock deposits or debris fields. Crystal and metal are needed for constructing units.41 KB (6,447 words) - 19:47, 1 February 2015
- * '''Harvesters''' (Metal and Crystal variants) ** Mines crystal or metal found amidst rock deposits or debris fields. Crystal and metal are needed for constructing units.43 KB (6,703 words) - 19:47, 1 February 2015
- ...nd you in a circle, but instead hangs behind you right under your oblivion crystal, which looks much better. ** Smash the oblivion crystal immediately.304 KB (51,505 words) - 19:51, 1 February 2015
- * Metal/Crystal harvesters are automatically built on planets you take over when there are ...still repopulate them with ease. Ctrl+Click the icon of the metal and/or crystal harvesters to instantly start rebuilding any missing ones.36 KB (6,383 words) - 10:23, 22 February 2015
- -There are now distinctly different blips on the minimap for metal and crystal deposits/harveters. ...planet. That makes it two clicks to build (or rebuild) all of your metal/crystal harvesters at any planet, as opposed to the longer manual process that it p13 KB (2,246 words) - 13:36, 1 February 2015
- -The resource display has been adjusted a bit with how the unused metal/crystal harvester spots and the exhausted science labs show. These should now be e ...rships and provides a good use for metal if it is too abundant compared to crystal in a campaign.107 KB (17,661 words) - 11:54, 16 September 2017
- ...3. Resource conversion still can happen in the background. See [[Metal and Crystal]]'''<br/>Expensive method for generating resources. Useful when access to ...t you manually control this.<br/>Produces 140 of one resource ([[Metal]]/[[Crystal]]) while consuming 200 of the other resource.2 KB (280 words) - 15:03, 7 April 2013
- ...g discussions with players on improving the relationship between metal and crystal. Those two mechanics had become far too similar, and ultimately the idea o ...php/topic,12812.msg153264.html#msg153264 proposed combination of Metal and Crystal] into just the Metal resource has been implemented, and so Hacking has move177 KB (28,387 words) - 17:36, 25 October 2018
- -The metal and crystal costs of all starships have been switched (now crystal is now emphasized over metal). ...atio of metal/crystal costs on MLRS turrets have been shifted so that more crystal is now required from them, but less metal.3 KB (445 words) - 13:35, 1 February 2015
- -The metal, crystal, and energy costs of parasites have been doubled. This is to compensate fo -The metal/crystal cost of Mark II Science Labs has been much reduced, and their shields have16 KB (2,780 words) - 11:51, 16 September 2017
- ...n increased by 33%, but rebelling human colonies now produce +55 metal and crystal per second. This makes capturing multiple rebel colonies valuable. ...that they were causing precision errors in determining the per-turn metal/crystal cost of self-construction, leading to ships like the Zenith Power Generator66 KB (10,612 words) - 11:54, 16 September 2017
- ...r}} | [[Metal and Crystal|Metal Cost]] || {{AlgCtr}} | [[Metal and Crystal|Crystal Cost]] || {{AlgCtr}} | Total Cost || {{AlgCtr}} | [[Energy|Energy Cost]] || ...r}} | [[Metal and Crystal|Metal Cost]] || {{AlgCtr}} | [[Metal and Crystal|Crystal Cost]] || {{AlgCtr}} | Total Cost || {{AlgCtr}} | [[Energy|Energy Cost]] ||4 KB (545 words) - 09:35, 21 July 2016
- Mark I: Consumes 2 [[Metal]] and 2 [[Crystal]] to produce 5,000 [[Energy]]<br/> Mark II: Consumes 15 [[Metal]] and 15 [[Crystal]] to produce 40,000 [[Energy]]<br/>3 KB (414 words) - 18:46, 7 March 2015
- ...d other negative/positive effects, but NOT taking into consideration metal/crystal manufactories, since those are really a secondary conversion control and no -Metal and crystal harvesters that are being manually placed now "snap" to their final placeme18 KB (3,048 words) - 19:47, 1 February 2015
- New Icons For Metal/Crystal Harvesters Updated Icons For Metal/Crystal29 KB (4,906 words) - 13:40, 1 February 2015
- Each ship it rebuilds costs half the normal metal/crystal/time, and it prevents players from having to manually rebuild them.<br/> ...nstructors|Build Time]] || {{AlgCtr}} | Cap Metal Cost || {{AlgCtr}} | Cap Crystal Cost || {{AlgCtr}} | Cap Total Cost || {{AlgCtr}} | Cap Energy Cost || {{Al2 KB (247 words) - 21:49, 9 March 2013
- == Crystal == ...ts for all ships. Current unit costs are the sum of the original metal and crystal cost. While the overall cost of each ship is unchanged, the knowledge cost4 KB (663 words) - 06:16, 21 August 2016
- ...sses are now closer to being tuned for hard-mode-and-up in their patterns: Crystal Mother, Battleswarm, Lady Staccato, and Vestige. * The patterns for the Charger, and Crystal Mother's third phase have been fixed108 KB (18,595 words) - 17:35, 25 October 2018
- '''Q:''' I can derive a lot of metal/crystal savings by closely monitoring and enabling/disabling energy reactors. Why ...ships, you need to turn off excess reactors in order to save on the metal/crystal costs. This is expected, and is pretty infrequent, and we recently made it9 KB (1,595 words) - 14:05, 1 February 2015
- -The buttons for metal and crystal harvesters now show up as red when being shown on a planet that the human t ...the Command Stations can now be unlocked. They each produce 6 more metal/crystal than their prior tech level, but also use much more energy and take longer22 KB (3,797 words) - 13:38, 1 February 2015
- -The metal/crystal cost and ship cap of the missile silo is now identical to that of the stars -The metal and crystal cost of nukes has been cut in half.16 KB (2,661 words) - 13:39, 1 February 2015
- ...t. Note that it must be placed fairly close to a resource point (metal or crystal deposit), but it doesn't occupy that point or anything like that. ...urces, and that you'll want to have a full cap (999,999) of both metal and crystal on hand before you start building the hub. <b>Definitely</b> save before s30 KB (5,095 words) - 15:36, 22 December 2016
- ...rs|Build Time]] || align="center" | Cap Metal Cost || align="center" | Cap Crystal Cost || align="center" | Cap Total Cost || align="center" | Cap Energy Cost5 KB (522 words) - 14:25, 11 August 2020
- ...rs|Build Time]] || align="center" | Cap Metal Cost || align="center" | Cap Crystal Cost || align="center" | Cap Total Cost || align="center" | Cap Energy Cost3 KB (396 words) - 16:32, 19 February 2015
- ...nstructors|Build Time]] || {{AlgCtr}} | Cap Metal Cost || {{AlgCtr}} | Cap Crystal Cost || {{AlgCtr}} | Cap Total Cost || {{AlgCtr}} | Cap Energy Cost || {{Al3 KB (419 words) - 09:36, 21 July 2016
- ...rs|Build Time]] || align="center" | Cap Metal Cost || align="center" | Cap Crystal Cost || align="center" | Cap Total Cost || align="center" | Cap Energy Cost3 KB (333 words) - 13:37, 2 March 2015
- ...nstructors|Build Time]] || {{AlgCtr}} | Cap Metal Cost || {{AlgCtr}} | Cap Crystal Cost || {{AlgCtr}} | Cap Total Cost || {{AlgCtr}} | Cap Energy Cost || {{Al2 KB (265 words) - 04:11, 26 August 2016
- ...nstructors|Build Time]] || {{AlgCtr}} | Cap Metal Cost || {{AlgCtr}} | Cap Crystal Cost || {{AlgCtr}} | Cap Total Cost || {{AlgCtr}} | Cap Energy Cost || {{Al6 KB (651 words) - 19:20, 26 October 2018