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  • *** If the human-allied team has more than a token military force (more than about 10 ships) on a planet, then these ships will patrol to the ..." wave-size rule with a more general UsefulnessInAIWaveMultiplier UnitData field.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • -Space Tugs, Mines, Missiles, Fortresses (super and regular), Force Fields, and Cutlasses all can now have a health regen rate of some variety. ...previously were. For one thing, this will make AI players use lower-level force fields on lower-level planets, like they should have been doing all along.
    16 KB (2,661 words) - 13:39, 1 February 2015
  • * There is a new field, cost_for_ai_to_purchase, which is an integer that replaces the old_strengt ...making the game use the CostForAIToPurchase field instead of the Strength field -- and remember that this is on the TypeData rather than the ForMark data,
    122 KB (21,444 words) - 14:29, 18 April 2019
  • * The hunter fleet is now allowed to forcibly decloak its enemies, since the force-decloak flag is now cleared by units leaving their current planet * Added a new lod_distance_overrides field, which allows us to override the LOD distances for a specific ship.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...e included a draft that incorporated the Zenith Miners as a major Invasion force, and another with a lot of themes from Jurassic Park. Finally we wound up w ...been changed to be a stronger version of the Huskarl. It has an attractor field and a 25% electrotoxic shield. 2-1 shield to hull ratio makes this unit vul
    113 KB (18,449 words) - 16:11, 1 June 2021
  • * Field Study camps add to a global attack modifier for your stuff attacking monste * Field Study camps are only eligible to place in territories with known monsters w
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...orked. Their costs have been reduced a bit, they now have bonuses against force fields, starships, and heavy defense, their attack power has been doubled, -made Stay-At-MRS node not affect ships of the official force-field-generator line, to avoid untimely loss of home command stations
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...e:AIWarInfiltrator.png|left|Infiltrator]] || valign="top" | Passes through force fields and fires small, armor-piercing shots. Best in huge swarms. ...eld]]-protected target needs to be taken down as they ignore enemy [[Force Field]]s and can fire right through them.
    2 KB (411 words) - 11:43, 16 February 2015
  • ...vest the remains of your ships lost in its territory to build a "reprisal" force that threatens you after a fleet-wipe, and allows you to harvest the remain * Previously Grav Drones had a fixed 4000-range field with an intensity that started very mild but improved with mark level. Tha
    177 KB (28,387 words) - 17:36, 25 October 2018
  • -The options to force software sound/music mixing have been removed, as they are not actually nee ...player was looking at a force field when new ships were added or the force field went down, and other players were not. Fixed.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • ...h that [[Force Field]] take damage equal to 6.25% damage done to the force field.<br/>If a ship has the 'AOE' [[Immunities|Immunity]] it takes no damage fro
    8 KB (1,407 words) - 22:10, 1 February 2015
  • ...is assumed, but not confirmed, that up to 25 units protected by the force field take damage to match the Plasma Siege Starship.)
    1,007 bytes (169 words) - 14:11, 14 August 2013
  • ...arby units alive.<br/>Note that Force Field Immune units ignore this force field as normal if you need to pick off a dangerous unit being protected.
    726 bytes (106 words) - 14:13, 14 August 2013
  • ...modules are now immune to Fusion's shield bypass, just like regular bubble force fields ...eed in code, and the XML for the sample base ship class now shows this XML field to remind everyone it exists and can be used.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...lth and provides a mini force field to protect allied ships.<br/>Its force field does not reduce the attack power of protected ships. ...nith Reserve Ships]]. Doing so will distribute damage over many individual force-fields and keep them alive for future repair. This tactic can also apply wh
    1 KB (198 words) - 12:10, 16 February 2015
  • Shield Module -> [[AI War:Force Field|Force Field]]<br/> ...Cannot be re-aimed during firing, so moving targets often escape the full force of the beam. Targets that fail to evade suffer tremendous damage.||{{Na}}|
    59 KB (6,126 words) - 13:37, 30 September 2017
  • * I value bombers over fighters because of the damage they deal to force fields, especially with their increased range. * Mark III Frigates (so you can field as many frigates as possible)
    7 KB (1,177 words) - 14:12, 1 February 2015
  • ...to the point that after we click out and then back in it would have to be force-killed by task manager. This didn't actually affect the execution of the g *** Force field generators, and a return to the AIWC style mechanic (with those now being p
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...ry few seconds? Maybe I'm trying a little too much, I usually send a smash force of capped fighter 2s/3s and wipe all command centers adjacent to me and try ..., when I do get around to building on them each of those might get a force field around their command station, but probably not. Most likely I'll just put
    20 KB (3,556 words) - 19:50, 1 February 2015
  • ...y if two non-overwhelming forces were attacking with combined overwhelming force, that would not count as overwhelming. * Put in some revisions to how font images are loaded in order to brute-force make sure that they always make it into RAM and don't have any problems on
    34 KB (5,632 words) - 20:40, 14 November 2017

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