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  • ...ent version of AI War, Tachyon Guardians are now [[AI War:Tachyon Sentinel|Tachyon Sentinels]], who are much weaker and easier to deal with.
    785 bytes (115 words) - 11:11, 26 October 2018

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  • * Updated the Spider Guardian description to reflect that it doesn't fire sniper shots anymore (so scout * Dire Guardian Lairs now seed no closer than 4 hops from human homeworlds, instead of no c
    209 KB (33,423 words) - 12:14, 16 September 2017
  • *Tesla Guardian and variants (including Dire) now have shield harmonics so they can actuall * Fixed a boolean inversion that was causing tachyon beams, tractor beams, gravity generators, and similar to never show up in t
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ** Carrier guardian substantial updates to be less dark (but still dark). Cubemaps now, etc. ** Dire hunter guardian much brighter and fancier.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...ians added in LotS are more special-purpose) and doesn't touch the Tachyon guardian since it's not really focused on combat. ** Laser Guardian shots-per-salvo from 15 => 8 (previously these things had really high dps f
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...ians now have zero extra armor and zero extra health compared to the basic guardian template. Their attack is now 10k * shiplevel rather than just a token shi ...inforcements added at this guardian during each reinforcement event at the guardian's planet (they don't count as a guard post in any other fashion, though - n
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Vampire Guardian, Fortified Tesla Guardian, EngineGx 13 -> 7. * Nucleophilic Guardian EngineGx 12 -> 7.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • The other common method of a cloak not hiding a ship is Tachyon Beams.<br/> == Tachyon Beams (Stealth Detection) ==
    8 KB (1,435 words) - 14:11, 1 October 2017
  • ** So are tractor and tachyon arrays, focused gravity generators, and minefields. These are so un-tempti * Tachyon Arrays, Sentry Frigates, and Focused Gravity Generators are now upgradeable
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * Planetary Controllers now have a very basic level of Tachyon output, so a defending planet will never be completely unable to decloak en ** It also has a strong tachyon emitter.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...heir planets (or next to a neutral planet), stating what type of warp gate guardian was added and on which AI planet. * The awesome modified version of the beam guardian that was created by HitmanN as a mod has now been integrated into the main
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * Fixed the shield starships using the laser guardian graphics. ** Dire Implosion Guardian
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * Templar can build Guardian Boosters, to make their guardian fleets stronger * Balance adjustments to a pair of HRF guardian units that players can hack for when HRF is enabled from the start of the g
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...h in" fleet ships for guardians to bring them up to a roughly 1:1 ratio of guardian strength to fleet ship strength. ...) still cost power, as do non-turrets (grav generators, shield generators, tachyon arrays, beam cannons, etc). Tractors may be moved to the no-power list, we'
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * Fixed a bug where Tachyon Guardian MkIs were being seeded on all AI home and core worlds instead of MkVs. * Tachyon Guardians are now shown as icons on the intel summary for planets, as they
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Stealth Guardian engine 18 -> 9. * Spider Guardian engine 18 -> 14.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ** This prevents fields of Tachyon Sentinels from being build ...at you can recognize to see what KIND of turret or corvette or starship or guardian or whatever they are.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...speed boosters are now capped at 10 per planet for the AI. Decloakers and tachyon drones are now capped at 4 and 2 per planet for the A (and the ship caps fo ...efore the AIs lost turrets. The difference now, however, is that if these tachyon guardians are destroyed, the AI is very unlikely to rebuild them (though it
    183 KB (30,714 words) - 11:55, 16 September 2017
  • * Minor factions are forbidden to kill Tachyon Sentinels, as it makes it too easy for the player to explore quickly * Player tachyon arrays now have the same icon as AI tachyon sentinels.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * Also fixed the same darn issue in gravity planning and tachyon planning. ** Ditto the Polarizer strikecraft and Polarizer Guardian, and Electric Bomber strikecraft.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...strength to add mkV guardians to the carrier instead. Since a single mkV guardian is worth about the same as ~2.2 full caps of mkI fighters, that's pretty go ...planet-wide EMP or tachyon detonations occur, as from a warhead or an EMP guardian, a chat message is now sent to the human players telling them who detonated
    223 KB (36,110 words) - 11:56, 16 September 2017

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