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  • ...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

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