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  • ...ge of the planet (50000-70000 range out from the center), rather than on a wormhole. As a consolation, this AI's planets will not have warp gates, and thus wi ...llision-checks-allowed-per-cycle throttle meant that ships just sat on the wormhole forever and got eaten by AOE. Now they should immediately fan out a bit an
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...events the warp-in and warp-out sounds from playing when they go through a wormhole (kinda nice when they're patrolling your planets at a rapid pace). * Wormhole guard posts and AI Eyes now have command-grade hulls instead of ultra heavy
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...that the ship should be dealing with rather than ducking right back in the wormhole without checking. *** Having Wormhole Guard Posts get them makes some map types a lot harder than others, due to
    209 KB (33,423 words) - 12:14, 16 September 2017
  • * From BadgerBadger: Now the name of a wormhole glows red when a wave is going to come through it. ...tem, the new and better one. The old system was pretty much just used for wormhole names in the planet view, although it was also used (and drawing incorrectl
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...ves) in general, most recently the code to allow Exos to sync with CPAs or Wormhole Invasions ** Wormhole Invasions and their related budgets.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Fixes a few Ghost Wormhole Sentinels appearing in the normal group. * Very firmly prevent exogalactic wormholes from wormhole invasions from being used to send regular waves
    179 KB (30,218 words) - 23:28, 1 January 2020
  • * Ships no longer explode when going through a wormhole * Warp Gates and Wormhole Guardians are now destroyed automatically when a Command Station dies
    154 KB (26,552 words) - 11:21, 1 August 2018
  • -AI planets no longer get extra reinforcement ship cap from wormhole guard posts. This makes the practice of "neutering" AI planets once again ...d ships via ctrl-right-clicking the wormhole. An "auto explore unexplored wormhole" order is planned, but not yet implemented.
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...que/interesting thing, leading to things like sneaking through a protected wormhole by damaging the forcefield a little, but generally just annoying to micro o ...a variety of fixes to the AI background thread where it could pull a "send wormhole" command prematurely and then realize that it had nothing to send, thus cau
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...Any queued commands will be executed, and then the ships will go on their wormhole travel path. This also had the side effect of finally fixing the movement ...ation side, they will move there, otherwise they will move just inside the wormhole. These new kinds of move commands work from the galaxy map or the main pla
    16 KB (2,780 words) - 11:51, 16 September 2017
  • <big>'''How Do I Barricade A Wormhole?'''</big> ...' It would be really nice if I could prevent enemies from coming through a wormhole and then just spreading all over my planet. What can I do?
    4 KB (726 words) - 14:14, 1 February 2015
  • ...t can take out, it goes to attack that (it will still pool up at the entry wormhole in some cases, until enough of them are there to pass the threshold, so the ...vanced Fabricators and Fabricators now use the same "don't put this near a wormhole" logic as human home command stations.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...ut 2x as much as before. AI ships that are waiting before going through a wormhole to a human planet now spread out 4x more diffusely to make them even harder ...n players do), when determining whether or not to send its ships through a wormhole they are waiting on. This is different from the prior method, which was pa
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * Yet another version of the wormhole has been added, this time completely shader-based with no physical rotation ...he enemy ships are slowed to 25% speed or lower they can't leave through a wormhole.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...e queuing of some certain kinds of orders after movement, attack, traverse-wormhole, or whatever. ...es, then there is no warning from the AI Reserves prior to them spawning a wormhole and spewing forth ships.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • .... Previously, there were separate queues for attack, move, and go-through-wormhole commands, but they could not be comingled with one another or with the queu ...map intel summaries. The only ship that is this way for AIs presently is Wormhole Guard Posts, which will be enabled even when cloaking is disabled in the lo
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...ly Evade" control node that prevents scout evasion behavior when exiting a wormhole onto a friendly planet. -Modified evade-at-wormhole-end logic so that ONLY the following ships use this behavior: Scout I-IV, S
    66 KB (10,612 words) - 11:54, 16 September 2017
  • * Previously, loading a savegame from a tutorial could lead to wormhole positions being switched around, and probably some other similar stuff like * The wormhole counts in the lobby by each planet are now color-coded to make them more vi
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Ships that get unloaded from fleet centerpieces now inherit orders such as wormhole move commands and behaviors such as pursuit mode. * Zombies that are in the process of going through a wormhole ("Raiding") are left out of patrol/raid logic so they don't get conflicting
    287 KB (48,412 words) - 12:06, 3 July 2019
  • -Holding the Ctrl key now shows the name of a wormhole in front of any ships or icons that are on top of it. There is also now an ...re was previously a crash bug if players tried to Ctrl-click an exo-galaxy wormhole. Fixed.
    22 KB (3,797 words) - 13:38, 1 February 2015

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