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  • [[AI War 2: Nomad Planets]] * Nomad Galaxy: All planets in the galaxy will move as if they are nomad planets. Leads to extremely chaotic and unique play. Funny story: I acciden
    113 KB (18,449 words) - 16:11, 1 June 2021
  • == Nomad Planets Journal Entries == These are journal entries from the Nomad Planet Minor Faction, they contain spoilers. The entries can be found in th
    7 KB (1,090 words) - 12:44, 27 February 2015
  • ...AI neighboring planets (or non-Nomad cities to be blocked by AI-controlled nomad neighbors) ...s now the "Broken Superweapons" filter (as it already applied to the Nomad Beacon and Exodian Blade, too), and also shows the name of each such unit rather t
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ** Nomad Planet x1 (moving; that uses no externaldata) ** Human items x7 (removed a duplicate nomad move class that was not being used!)
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...e save in question had 301 (it started with 300 probably, and then added a nomad). ...Planning threads (like Tachyon planning). Also add some defensive code in nomad notifications
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • '''A:''' This expansion focuses on two new optional features. "Nomad Planets" introduces dynamic topology to AI War for the first time, giving t == Nomad Planets ==
    7 KB (1,011 words) - 20:01, 6 August 2020
  • === Nomad Planets === Nomad Planets move slowly around the galaxy map.
    23 KB (4,003 words) - 17:01, 6 August 2022
  • ** Converts its bastions and homeworld to nomad planets. * Fix a Wild Hives bug that is hit after a nomad crash
    338 KB (54,548 words) - 10:53, 26 June 2023
  • |Nomad Beacon Hacker ...network to disable the AI's failsafes that normally prevent capture of the Beacon.
    13 KB (2,173 words) - 05:59, 28 July 2016
  • * Add the Wanderer AI Type. This AI type has its bastion worlds on Nomad planets, and uses a wide variety of units * If an AI Overlord is on a planet that is destroyed (say by crashing a Nomad planet into it), that AI faction should now be marked as Defeated
    135 KB (21,509 words) - 13:23, 30 October 2024
  • ** Fixed a bug where hacking a Civilian Beacon when there were already existing Civilian Subfactions would sometimes fail * Added Beacon Support to Civilian Industries
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...d, wormholes included if it's placed on the planet's orbit long enough for Nomad 1 to ram it. Careful that if things don't go right, the HCS will reflect th
    2 KB (293 words) - 12:33, 4 November 2018
  • ** Fixed Marauders not spawning when the beacon was destroyed until their invasion time limit was reached. ...ournal that's supposed to appear when the game is launched with a Marauder beacon present not actually showing.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ** Same with nomad planets. * The AI now responds to players hacking a minor faction beacon to get a new faction; this is the Scourge, Devourer or HRF. The unlock Fall
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * Updated the nanocaust beacon to be a lot more explicit on some of the risks and rewards that it might yi ...urself manually, or if they're on-but-not-enabled, then you should put the beacon somewhere so that players can find them and wake them up.)
    278 KB (47,062 words) - 16:30, 11 October 2019