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  • <big>'''Are The Capturable Enemy Ships Always Away From My Starting Position?'''</big>
    2 KB (317 words) - 13:47, 1 February 2015

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  • * Galaxy map Capturable mode now shows Reclaimer stations hackable for ship lines. * Interstellar Shipyard capturable now works 50% faster. Hopefully more valuable with above Engineer change.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...galaxy map. Some patterns did seem to be trying to emerge (it's it mainly capturable units? etc), but they were all coincidences. * The following locations now use a Rect2DMask instead of a traditional Mask in the UI, granting them
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...end against. Other than your home command station, there are few strategic locations that are critical to defend, making HA campaigns more of a cat-and-mouse wa ...back has now been applied throughout the rest of the program, in about 30 locations.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...t couple of versions where flagships would often fly off to random-seeming locations. This was them attempting to be "assisters" in a way that was unhelpful, a * The host is now able to fix capturable fleets if they wound up seeding empty for some reason. It happens automati
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...ckets around the galaxy if the galaxy is one with many corners and distant locations, and in general not always cluster them right by the AI. ...hat you have NOT captured yet, but which you have discovered and which are capturable by you. This includes ships in fleets you could capture.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...gravity well so much that the game begins to lag when trying thousands of locations to place something at the edge of the planet. ...d a new function within AMU in the galaxy settings under AMU - Topography: Capturable Repositioning:
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...the objective is to capture a ship: when you get within 1000 range of the capturable, all hostile ships go after you. * The event logs for locations and action logs for races have been replaced by the one notification histor
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...ired by famous scientists, along with real and fictional named planets and locations from other works. Created by Chris and Keith. * Fixed a bug with the metal cost to claim capturables, this was causing most capturable things to cost less metal than intended.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * Spire Civilian Leader Outposts now use the normal irreplaceable-capturable seeding (to put it way the waaaay out away from wormholes). ..., so if it's the same exact situation it will wind up getting to seed at 2 locations (command station and first post) with nothing left over.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...caust planets are cleared of all AI units that aren't some sort of special capturable/claimable. They no longer have to work for their starting planet at all, w ...the central ondeath method (since factions may be added from other dlls or locations in general).
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Fix several bugs with potentially capturable units not being shown in the tech menu * Fix multiple locations showing wrong turret counts (showing 5x too many).
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ** The intent was to check if the ship was an incompletely claimed capturable, which it now does the correct way. ...to human command stations and home-command being considered reinforcement locations.
    112 KB (17,757 words) - 15:59, 27 April 2024
  • * [[AI War:Capturable Locations|Are The Capturable Enemy Ships Always Away From My Starting Position?]]
    27 KB (4,189 words) - 11:36, 9 August 2021
  • * Warhead silos and starship constructors were seeded onto enemy planets as a capturable for human players to take over in the past, mainly so that players would be ...her than visual), but new harvesters that are placed will be in the proper locations. Other ships may also be off by a tiny amount, but same thing with them.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • -The AI will no longer have capturable energy reactors on its planets. This can now throw the player's economy of ...r all players is increased proportionately to the number of extra starting locations.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • * The Pre-4.0 Settings Importer has been updated to look in more locations that actually have the settings files, rather than pointing to a default wr * Fabricators (the capturable specialized factories) now cost 0 energy to run (instead of 5000), to make
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Add Zenith Matter Converter, which produces lots of metal. This is a capturable objective like the Zenith Power Generator. One of these is seeded in the ga ...x the bug where ships going through a wormhole can sometimes jump to other locations on the map due to a race between decollision and wormhole traversal code.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...are coming from by watching their movements and locating bases. One these locations will be toward the AI homeworld (HW), which is where the strongest bases ar ...nemy with FF stunners is an extra challenge. Don't bother trying to hold a capturable structure unless you can put it on a planet the scourge will struggle to re
    11 KB (1,818 words) - 00:48, 30 September 2020
  • ...om The Monarch, so that it won't accidentally seed all over the place as a capturable. ** New planets should now spawn when the Invasion Starts. Planet locations need work, and debugging code is still enabled for it
    113 KB (18,449 words) - 16:11, 1 June 2021