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  • Most military ships get an [[Attack Multipliers|Attack Multiplier]] against 3 or 4 Hull Types. Ships that get no hull bonuses tend In-game when looking at the ship description pop-up, the Attack Multipliers are near the middle in green text.<br/>
    564 bytes (84 words) - 22:17, 1 February 2015

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  • ...t was preventing the exo-galactic-transceiver's construction-started event-attack from spawning. ** Base Attack Power from 4000*mk => 3200*mk.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Hybrids will now launch an attack if at least 7/8ths of the hybrids that are coming are ready, and will not i ...cipated at this time. The general expected result is that the AI will not attack players with "trickles" of ships very often anymore, and will instead choos
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * Fixed a longstanding bug where attack-move units with no other orders would auto-target stuff that should not be *** And something like a counter-attack-guard-post is also fair game. If you play with Dark Spire on you'll want t
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...e involved in a "hold off overwhelming attack," "help invader armadas with attack," and so on has been raised from 4 to 20. This creates an enormous backlog ...s start heating up as time goes by, now. Specifically, after 50 turns, the attack power of _everybody_ starts creeping up slightly. Specifically, by 0.01x p
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * The "welcome to combat" and "about attack mode" tutorial messages now show in your first combat mission if you are in * The Obscura now have a blind spot for outposts, and will no longer attack outposts controlled by other races.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...: the Threat Fleet. "Freed" AI ships will still do their normal stalk and attack behavior for about half an hour, but after that the AI figures that they've ...nd, that it could cause massive buildups of AI stalkers, who never dare to attack the planets with so many defenders, which leads to something akin to stalem
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * Previously, Independent units could still attack bandit keeps and monster caves, even though they could not hurt the bandits * The health and attack power on Dark Elves has been increased 10x, making them truly terrifying on
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ** Base Attack from 63 => 32. ...ttack of brimstone cyclones has been reduced from 60 to 15, and the ranged attack of their shots has been increased from 10 for 15.
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ** Grants the first five non-bandit humans to claim it a 3x attack bonus as well as full immunity attacks from bandits. ** All military units from both factions temporarily get a 30x attack bonus against bandit units and bandit structures.
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ...s the "Strong Vs and Weak Vs" display in favor of both the raw hull attack multipliers display and a new Reference tab when really detailed data is needed (presum ...urrently in the game, and comparably little is going on in terms of threat/attack/wave counters, the AI will scrap a large number of its ships and then send
    183 KB (30,714 words) - 11:55, 16 September 2017
  • * In-game audio cues, for things like planets under attack, now work for all players in MP (not just planets of the host), and will wo ** The attack notifications on planets relating to you are now moved into this, and will
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...phage or whatever, without everything using the "your home planet is under attack" icon. ** Now if you see that home planet attack icon, you should really pay attention! That icon shouldn't be up there if
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Field Study camps add to a global attack modifier for your stuff attacking monsters of the categories present in the * Now when rogues would attack you, instead of just taking cheap shots during the interturn they queue a b
    202 KB (34,152 words) - 15:38, 19 November 2015
  • * The visuals for the links between planets that are actively under attack (via a wave that's incoming) now show as an animated pulsing line. ...of the weak against/strong against info. Combine multipliers when several attack bonuses accumulate.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ** Engine power, Attack, Mass, and AiP. ...ossible, but focusing if there are fewer targets than shots, OR if told to attack one specific target, it will fire EVERYTHING at it.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * Fixed an issue where attack notifiers could throw exceptions or give empty color tags as text. ...no one target absorbs too much damage. For instance, if a super powerful attack has a ton of damage that can be divided among 100 targets, but only 1 targe
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ** Attack rate from 80/70/60 to 160 for all 3 marks (this means it used to fire once ** Base attack power from 3200/4800/6400 to 6400/11000/15000.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...y adjusted base damage per shot to 360 from 120. Furthermore increased its attack range from 3K to 4K. It now has just as much DPS as a single one of the Mar ...t will still take quite a while to ramp up to producing raider frigates to attack with.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * The slug fiends now have a slowing attack. ...rks have been moved from level 1 to level 2, and the +Attack (Ammo) I and +Attack (Secondary) I have been moved from level 2 to level 1.
    304 KB (51,505 words) - 19:51, 1 February 2015
  • * Fixed a bug where an AI ship that was trying to attack a human ship was still in low-power mode and thus restricted to hurling its * Bombers (and thus tanks, see above) base attack power increased to 3x of what it was, special hull-type-bonuses cut to 1/3r
    165 KB (27,263 words) - 19:48, 1 February 2015

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