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  • ...in their system.<br/>There are actually several types of [[Command Station|Command Stations]] as follows: === Human Home Command Station ===
    20 KB (2,345 words) - 12:52, 30 October 2018

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  • ...in their system.<br/>There are actually several types of [[Command Station|Command Stations]] as follows: === Human Home Command Station ===
    20 KB (2,345 words) - 12:52, 30 October 2018
  • **Command Stations third direct upgrade is now 2000 instead of 3000. This should make * Make it harder for player-allied marauders to kill ai command stations by mistake
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Forcefield generators of all sorts are still upgraded via fleet EXP, and command stations of all sorts are as well. ...max mark level on the command stations (it was 4), except the home command station (which is still 4).
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * Added a new debug option: Show Command Stats In Upper Right ...er now also reports the max frame in advance of the current one there is a command queued for. This should never be higher than about four.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...consequences for losing a home command station are now 5x a normal command station, instead of 100x. This is relevant to co-op. ...of a .txt file in your RuntimeData/ChatScripts/ directory. When run, this command will treat each line in that file as a chat line from you, including comman
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...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" * Orbital units now show themselves as having an orbital speed in place where the normal movement speed would be. This is present o
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...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 ** Updated the note about unlocking higher tier harvesters and economic command stations to no longer indicate that the older structures have to be scrappe
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Logistical Command Stations now Watch adjacent planets ...where the Tech menu would always list an incorrect number of each Command Station Type
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...cenarios in a game, you may use the "cmd:allow duplicate nebula scenarios" command from the chatline to re-enable the old behavior. ...t even the largest galaxy (120 planets, 15 nebulae) won't run out and this command will become moot.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...ough currently not upgraded by any tech, they do upgrade with their parent/station. * Reapers should no longer be able to kill AI Command Stations unless they have active Gateways
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...n the form of new warheads, new mercenaries, new turrets, and new lines of command stations. ...ships is our new emphasis on larger centerpieces. The AIs have massive new command stations and guard posts, as well as mobile Guardians that not only defend
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...The other expected result is the AI acting more sensibly when its command station has been prematuraly destroyed or when ships are freed from a guard post. * In multiplayer games, all player-controlled command stations now automatically fold out into mobile builders for allied players
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...selects according to its tier (basic combat ship, advanced combat ship, or command ship) rather than according to its splinter faction race. ...k" message is now broader and should encompass all ways in which a command station can take damage, notably including plasma-siege under-forcefield splash dam
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...to make a conscious decision (either in destroying the post or the command station) for that to happen. * Logistics Command Stations now no longer generate a force field, but instead halve the speed
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...Hacking" mechanic whereby you can hack an AI-controlled Advanced Research Station so that when you later capture it you can select from one of three randomly ...wave interval (which impacts wave size), re-imagining the Military Command Station's weaponry, and adding the new per-planet-cap'd Minifortress.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...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
  • * Fix a bug where things were Autobuilding before the Command Station had finished building * Command Station changes.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Fix a bug where the remains of Logistical Command Stations were still granting vision ** Command stations are fine for now.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...ced by the AI central command, has survived. These are the forces you will command. The AI subcommanders will fight you to the death when they see you -- but ...heavy defenses. Best ship class for hitting force fields and the final AI command stations.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...heavy defenses. Best ship class for hitting force fields and the final AI command stations. ...ship that repairs itself when it damages enemies. Unless issued a specific command by its controller, it will automatically attack nearby enemies.
    41 KB (6,447 words) - 19:47, 1 February 2015

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