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  • ** Bonus vs. Polycrystal from 5 => 2. ** "Bonus" vs. CloseCombat from 0.5 => 1.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...make the deepstrike raids as brief and effective as possible to avoid too strong a retaliation against your forces. * Non-melee AI ships that are under a protecting strong force field now will no longer move until they are out from under the force
    245 KB (38,972 words) - 11:55, 16 September 2017
  • === Human Miners Vs Human Marauders 0 Hero Arrived === === Human Miners Vs Human Marauders Lost Miners Destroyed ===
    62 KB (10,032 words) - 05:06, 2 March 2015
  • ** The base-vs-base scenarios are now more consistent in how losses of small starbases imp * The earlier base-vs-base scenarios now use similar autotargeting-logic-modifications to what is
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...hour, but after that the AI figures that they've probably been stymied by strong human defenses and pulls them into a cohesive offensive fleet that waits fo ...(Fighter MkI = 24), and are roughly four times as expensive, four times as strong, etc.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ** From having no vs-hull bonuses to having 3x vs Light, Composite, CloseCombat, and Swarmer (same as the Flak Turret, which ** Bonuses (vs Heavy, UltraHeavy, Polycrystal, and Structural) from 2.4 => 5 (base dps is
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...e with Create Strong Federation where it was claiming that you had to have strong relations with the Thoraxians, when really it meant the Acutians. * "Create Federation For Safety" and "Create Strong Federation" now both require that all the members actually be properly vali
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...ng two low-mark units and creating a higher-mark one, or removing multiple weak units and creating a scarier one, in order to keep things moving smoothly. *Base Skeletons now have (very weak) harmonics (1 base, +1 per mark, 1,000 cap)
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...etc. You'll eventually have to withdraw if the enemy forces are just too strong, but what you _won't_ have to do is repeatedly try attacking _and winning_, ...ct of two races being at a state of war with one another is now 1/10th as strong as it previously was.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...last release meant that this outdated value was causing you to get really strong reprisals early. Unfortunately, the bad cases only showed up after the rele **** This mix is great against cloaking ships, ships with weak engines, groups of small ships, and ships with high energy operation costs.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...t visible bonuses against them. This also removes the "Strong Vs and Weak Vs" display in favor of both the raw hull attack multipliers display and a new ...ndard cap (Fighter MkI = 50), and are roughly twice as expensive, twice as strong, etc.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...and Flak Guardians now do 0.3x damage vs Heavy hull types, and 0.2x damage vs UltraHeavy hull types. * Fixed a number of tooltips in the game that were referring to ship-vs-ship bonuses that no longer exist.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • -Anti-starship arachnids have been on the weak side of things in recent times, and so have been given a significant boost -All ships that are immune to reclamation now have a strong attack penalty against the Raid Starship line, and Parasites.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...AoE was totally broken most of the time. Now stack of ships with AoE shots vs stacks of ships has once again been tested, manually recalculated and confi .... This means that a fully upgraded Artillery Golem shooting at a stack 100 weak ships will only ever kill a single ship per shot.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...e true fleet HP is at that time) instead of only seeing the transport's HP vs total fleet HP. * Appreciably less verbose version of the weak against/strong against info. Combine multipliers when several attack bonuses accumulate.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...e variant has arrived in the galaxy, seeking to propagate and grow. Pretty weak at first, the infestation can grow to monstrous proportions if left uncheck ** Hopefully this will also make the Templar's defenses strong enough to make a dyson empire game more plausible
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...llegiances amonst themselves. So you could start a game with you vs the AI vs two allied marauder factions, for example. ...res along the lines of "Reconquest waves now are only launched if they are strong enough to take their target."
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...rrectly handling its Response Multiplier. So you were getting waves 5x too strong. ...s ludicrous. They have no guns at all, but a lot of shielding; so they're weak to anything that fires through shields... plus anything that shoots in gene
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...ot (so a 100 stacks squad gets 10 shots). Each of those shots can be 5x as strong as a normal shot. Both of those numbers are in XML for easy tuning ** Emphasises their tanking role, also keeps them weak to the Assault Starships after their change.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...s of 3-3 are now 4-4. (This is mostly Raid and variants. Are they now too strong?) ...(no changes to its variants, where were all ranges 1-1; are these now too weak?)
    394 KB (67,204 words) - 16:22, 13 April 2021

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