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  • ...lar variant of this structure that appears on most AI worlds, see [[Sentry Eye]].<br/> ...AI ships come pouring out of the Eye. The only efficient way to kill the Eye is by destroying all of the non-wormhole guard posts of the AI on this plan
    2 KB (335 words) - 01:06, 25 February 2013

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  • * Tachyon Arrays, Sentry Frigates, and Focused Gravity Generators are now upgradeable via a new Sent ...way, so that's already coming and would be an ancillary boost anyhow. The core question of the moment is whether the mark level increase should apply to s
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...ke it did on the host, a few dozen ms prior. Looking at it with the naked eye, even with the computers right next to one another (but routing way out thr * The core game files have been optimized to save 150MB in RAM for everyone, which als
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...ut is split into a base that is smaller and stripped-down, like a bit of a core left behind after the original broke. ** But the problem with that at core is that for it to be properly dramatic, the ships become super duper hard t
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...lar variant of this structure that appears on most AI worlds, see [[Sentry Eye]].<br/> ...AI ships come pouring out of the Eye. The only efficient way to kill the Eye is by destroying all of the non-wormhole guard posts of the AI on this plan
    2 KB (335 words) - 01:06, 25 February 2013
  • ...ngames.blogspot.com/2012/10/ai-war-beta-5095-apply-core-sanding.html Apply Core Sanding Machine] == * The AI Core Grav Reactor Post now no longer receives protection from the Core Shield Generator network, to avoid generating maps (mainly snake ones) that
    407 KB (65,607 words) - 12:09, 16 September 2017
  • |[[File:AIWarEye.png|100px|left|Eye]] || valign="top" | '''Eyes''' are AI's defensive devices. They each have a ...is complete, the effect is applied and, if the condition is still met, the eye immediately begins to charge again.
    4 KB (667 words) - 02:28, 25 August 2016
  • ...is to make sure you can scrap them if desired (so they don't set off an AI Eye) since they have a much longer lifetime than most spawned "drone"-type unit * Fixed a typo in the Core Starship description.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ** Human Home Command Station (regular and core) have been visually improved a lot. ...and it should be a hardened great-shield, then set those attributes on the core ship and then later add the shield just as a module.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ** 3 _Nasty_ new Core Guard Post types for the AI to defend its homeworlds with. * AI Eyes now have 3 varieties: Sentry Eyes (the old behavior), Ion Eyes, and Parasite Eyes. Each is pretty letha
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * The sentry starship has been completely redone from scratch, and now looks much cooler ** It was weird to get Eye-mechanic ships attacking your planets...you could never snipe them or anyth
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...ariant of this structure that appears on most AI worlds, see [[Threatening Eye]].<br/> ...ically with the last such guard post. When fully charged, the Threatening Eye will warp additional AI attack ships to some AI planet in this galaxy. Tho
    3 KB (397 words) - 01:22, 25 February 2013
  • ...gular variant of this structure that appears on most AI worlds, see [[Raid Eye]].<br/> ...automatically with the last such guard post. When fully charged, the Raid Eye will trigger an attack wave.<br/>
    2 KB (316 words) - 01:19, 25 February 2013
  • ...lar variant of this structure that appears on most AI worlds, see [[Plasma Eye]].<br/> ...AI overwhelmingly (more than 2 to 1). The only efficient way to kill the Eye is by destroying all of the non-wormhole guard posts of the AI on this plan
    2 KB (314 words) - 01:13, 25 February 2013
  • ...iant of this structure that appears on most AI worlds, see [[Translocating Eye]].<br/> ...AI overwhelmingly (more than 2 to 1). The only efficient way to kill the Eye is by destroying all of the non-wormhole guard posts of the AI on this plan
    3 KB (328 words) - 01:25, 25 February 2013
  • ...rack... whatever needs tracking. This can be used by mods, DLC stuff, the core game, achievements, and everything in between. It can be working data for ...lity to "throw wads of cash" to solve every problem, so will be keeping an eye on it, particularly in case it brings back the "Netflix Time" problem of Cl
    179 KB (30,218 words) - 23:28, 1 January 2020
  • * Fixed Terminus losing his shield before all his Core Razors are destroyed. * Greatly increased the retaliation damage of the An Eye for an Eye perk.
    47 KB (7,365 words) - 20:22, 26 January 2024
  • *** Those From Player Encounter Of Thing (AI Eye, whatever) ** We have a new PersonalNotificationGenerator in the Core dll, and a new limited-function ArcenCoreUIUtilities class in there to supp
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...variant of this structure that appears on AI Homeworlds, see [[Sentry Eye (Core)]].<br/> ...AI ships come pouring out of the Eye. The only efficient way to kill the Eye is by destroying all of the non-wormhole guard posts of the AI on this plan
    2 KB (339 words) - 08:58, 17 August 2016
  • ** Added a variant of getMarkLevelFormated() to the AMU core and ArcenDoubleCharacterBuffer extensions that takes in a byte of the actua ...25ms, then loads them all on background threads in about 300ms (on a quad core machine, on a basic SSD), does all that wrappering and initial translation
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...t all that well specifically because I'm using it absolutely "wrong." The core of the shader was the demo parallax shader provided by Amplify Shader Edito ...ng surface that seems to hover a bit above what appears to be a more solid core that is largely... what is that, some kind of moss or something? It's alie
    186 KB (31,438 words) - 17:26, 13 July 2020

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