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  • ** Otherwise the player gets all their flagships at high mark which is a balance problem ** Slowing effects for non-flagships in most cases had module costs increased and effectiveness lowered. Non-fla
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...t not want to manage a whole empire. This way a human empire can gift them flagships. * Decrease the number of kills required for dyson sidekick flagships to transform
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...t think of any specific examples. All those sorts of things are typically flagships with their own fleet and use a different code path. Worst case is that the * Fix a bug where some flagships could have no units in them
    179 KB (30,218 words) - 23:28, 1 January 2020
  • * Fix a bug where Factories without any valid flagships to build for were still creating metal flows. ...a very hero-less sort of game style, if you don't like the big centerpiece flagships being there at all. Or of course you could completely reverse it, and make
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * It is now possible to swap flagships between fleets, including golems for transports, or arks for golems, etc. ** If the flagships are on different planets, they will be set to 1 health rather than the usua
    563 KB (96,029 words) - 12:31, 14 April 2021
  • *** The "you, your flagships keep getting wrecked and you haven't upgraded them" message for anyone who == Beta 3.313 Input, Selection, And Flagships ==
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * ARSs can now grant up to 6 ship lines per Flagship. There are a lot of flagships that come with 4 ship lines already, which decreases the ability to customi ...colour to the tooltips in the Intel menu. The readability of things like 'flagships to capture' objectives is Massively increased as a result.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • * Fix a typo that was causing tons of raid frigates in ARSs and flagships. * Fixed a bug from the last couple of versions where flagships would often fly off to random-seeming locations. This was them attempting
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...reen (fully loaded). I regularly want to be able to monitor whether remote flagships are fully loaded, and this will allow me to do so easily. ** Flagships on the map can no longer be claimed from planets controlled by hostile fact
    112 KB (17,757 words) - 15:59, 27 April 2024
  • * All the necropolis types can now build for your flagships. They are deliberately very slow at building to make shipyards desirable ...xed the bug that didn't show the "Transform Flagship" hack for Necromancer Flagships.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...Golems and Arks are now both gone. Instead they are both just classed as Flagships. From a mechanical stantpoint there's now no difference between them in a * Battlestations and Mobile Fleet Flagships are now automatically something that cannot ever die, per se -- instead the
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...d? Well... that's a real shame, friend. You can't scrap city hubs or the flagships of cities. Once a city is founded, it's forever going to exist where you p At mark 3, all your cruiser flagships become battleships and you get +1 cruiser for every mark at or above 3. At
    23 KB (4,043 words) - 14:00, 6 April 2022
  • * The different flagships now actually use the word "Flagship" in their displayed names, and the star ** At no point in testing did the AI start the game by claiming all the flagships and golems. And they certainly didn't join the hunter fleet a few minutes l
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...grade them much, the player is reminded they can use science to make their flagships tankier * For reasons we can't at all trace, it was possible to sometimes get extra flagships of both the correct and incorrect types in a fallen spire city.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • *Repulsor Ward. Orbits flagships and screens smaller ships by knocking them back with its inertia rockets. S *Shield Ward. Overlapping forcefields that encircle flagships, unable to be loaded with mobile fleet-craft. Shields will shrink upon taki
    19 KB (2,923 words) - 20:21, 22 August 2021
  • ...the complete absence of enemy tachyon). The Ark has a tachyon emitter, and flagships and controllers will probably also gain some tachyon capacity. There are al **** Allows building MkI Starships of the available types (the flagships you've been finding before this version are just the MkV versions of the Sh
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * Flagships no longer get their own line in the sidebar. ** Seeded like Flagships, you find these, clear their planets, and claim/repair them to gain control
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...nary Flagships should now have a health total of 1 million, and Distractor Flagships should have 1.6 million. * Mercenary Flagships have had their health increased, so they are more likely to survive to yarr
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Fix a bug where the popping the nanocaust beacon could kill your flagships * Lone Wolf Flagships can no longer have ship lines swapped to them. This is a very longstanding
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...dead. They do not have great static defenses, and instead rely on powerful flagships. ...necromancer will gain the ability to turn its Flagships into more powerful flagships similar to the slain Elderling
    4 KB (547 words) - 16:51, 9 January 2022

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