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  • * Fixed a typo in the Orbital Bomber ability tooltip. * Fixed a bug where the "This special ability has been completely used up..." messages were showing for normal weapons (w
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * Fixed a longstanding bug where tab-targeting was impacting the deploy-item ability (which is used for placing platforms, crates, etc) despite it specifically * Fixed a bug where the new "Use Ability: Place Platform", etc bindings from last version were not obeying the aim-k
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...a few <b>Abilities</b> that are actually limitations, these are shown as 'Ability: (Limitation)' in the list below.<br/> ...lways at least a few units in the game [[Immunities|Immune]] to a specific ability.
    17 KB (2,941 words) - 22:08, 1 February 2015
  • ...ts the filling of a gap in our abilities thus far in the new paradigm: the ability to spend hacking points for more energy, since energy is one of the big lim ...ould say "Fleet type: ERR None". This was new since we started having the ability to click into fleets without going to the fleets tab first.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Added an ability to disable additive blending via the graphics settings, in case that is the * Fixed a bug where the GalaxyBot and SkyBot both had the SentryBot's unique ability to alert a ton of bots if alerted without being killed.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • * To provide a counterbalance against the player's ability to build up a powerful champion (and nebula-ally fleet) without increasing ...ke fortresses and zenith siege engines that have to recharge (either their ability or their weapon) after moving at all.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * The Ability to swim! ...g the wrong spells, or not being able to cast spells, or players using one ability and getting the wrong projectile would be the risks here).
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ** However, they now have a new ability: not only do they draw the AI special forces ships to them in the way they ...ilding outlying command stations that were lost, with no real delay in the ability to rebuild.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...t even when a player's inventory is completely empty, it still shows their ability bar (just with nothing in it). ...of the ilari stone, now has its own cooldown type that doesn't affect your ability to heal yourself or similar.
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ...stating personal events that came as a shock and completely obliterated my ability to work until at least February 2019. Virtually all of the work done durin *** The ability to antagonize them, and antagonizers, for one example.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Corrected an issue where Uke Mochi's special ability affected all raw resource producers rather than just food-related ones. * "Cannot Be Attacked From Range" now shows up as a proper unit ability in green, like other unit abilities. This was causing some confusion with
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ..., and will become less vertically tall as well as showing the icon for the ability that would be produced. ...ility" bugs; this may cause some situations where a click won't trigger an ability when you think it should, but our testing hasn't found any of those yet.
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ** This removes our ability to use locks, but also our need to. This ensures that no entity order will * Add the ability to hack Schematic Servers to get access to a different Tech Type in that se
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...hey grant ships to the Necromancer. This AI was pretty brutal without that ability ...Thanks to the general restructuring of the game, and the game's increased ability to profile and analyze itself, we're able to actually give you this sort of
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ** If this seems inaccurate, it's probably because a Woe or other ability has already cut off a town center from the rest of the continent. You'll n ...This made them increasingly impotent as the game went on in terms of your ability to plop down a minotaur and alter the course of a battle.
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ...now just displays literal scouts, rather than everything that has scouting ability (like commandos). ...in very close range to hit it at all (radar dampening does not affect the ability of enemy ships to hit other ships, just this one).
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ** Default ability point drop: 100 ** Default ability point drop: 100
    40 KB (6,127 words) - 18:16, 15 July 2018
  • ...have all the knockback strengths on the few player spells that retain the ability. The net effect of all these changes is that those spells that have knockb *** Just like an amp tower's special ability.
    304 KB (51,505 words) - 19:51, 1 February 2015
  • === Ability Points removed, Experience Points added === * Ability point drops no longer chase you and make you think bullets are coming inexo
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...lot of flagships that come with 4 ship lines already, which decreases the ability to customize your fleets efficiently. * Hacking to make a dark spire VG vulnerable no longer gives your fleet the ability to build a new Vengeance Generator.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ** The ability to unload transports at the destination is a big deal, at any rate, since t *** The CostBasedShipSpawner now has the ability to NOT spawn all ships on the same coordinates but spread them out. Sadly t
    394 KB (67,204 words) - 16:22, 13 April 2021
  • == Construction Rate (Ship Ability) == ...<br/>Engineers and similar ships have their Construction Rate listed as an ability.<br/>Construction Rates are linear. Construction Rate 2 is twice as fast as
    9 KB (1,581 words) - 20:43, 26 April 2015
  • ...he ability to disable it via the same option in the settings, and also the ability to hold the same hotkey (by default X) to bypass the prompt. ** This might have been messing with the ability for units to pathfind in general, sometimes, in the last couple of versions
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * The monster Stormy Sine ability (used by Clockwork Probes and Draconite Overlords) has had its time-to-live ** Not only is that bad ability type definition fixed, but it's now put in place so that if a similar bad d
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ...was done this way because, when this feature was added, we didn't have the ability to select a savegame without loading it immediately. === Ability To Run The Game Under Minimum System Requirements ===
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * Player homeworlds now include the ability construct up to 10 matter converters, rather than 0. ==== In-Game Ability To Change A Subset Of These ====
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * Now when the Protective Sheath ability is active it displays the number of turns remaining near the top center of * Now when the game would list your gaining a special ability, but there's none left to give, it won't show that line at all instead of s
    349 KB (57,816 words) - 12:25, 31 January 2015
  • * Added the ability to disable reflections and/or specular highlights into our shaders. ...I in its strength computations, while its main contribution to your combat ability remains similar.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...l uv offsets, HDRI cubemap reflections, and some funky math as well as the ability to overdrive specularity, metallicity, and so forth well beyond what those ==== Ability To See And Alter LODs In-Game ====
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...sts are likely to support one another, and so your success depends on your ability to make and execute plans here. The goal is to make the endgame as strateg ...very little in the way of economic gain, but have much more health and the ability to shoot at enemy ships.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...dded at the beginning of the game or midway through, these have the unique ability to fly through special wormholes into the new nebulae. In those new areas, * Added the ability to switch your UI to display what another human player sees, making team co
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * Fixed a bug where the spy international ability wasn't actually performing its logic. * There is now an Industrial Espionage international ability that commercial offices have.
    59 KB (9,843 words) - 15:39, 19 November 2015
  • ** Combined with the much lower wave warnings, the ability to go all in on offense yet defend with your mobile fleets should be notabl **** This is fairly experimental, but is also a large nerf to the players ability to "throw wads of cash" to solve every problem, so will be keeping an eye o
    179 KB (30,218 words) - 23:28, 1 January 2020
  • * Expanded the ability to spawn nearby encounters to include static ones that are only in explored ** Also removed the ability for the encounters to randomly change heat against the vigilante identity,
    63 KB (10,632 words) - 10:14, 5 April 2024
  • * The ship ability "AI Will Abandon Post To Pursue," and its related functions, has been remov ...sts are likely to support one another, and so your success depends on your ability to make and execute plans here. The goal is to make the endgame as strateg
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ** The ability to hover over this and see the name of the planet and click it to switch ba ...esn't seem to be an optimization that is needed, but it's nice to have the ability to include that later.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • Ships with the [[AI War:Ship Abilities|Ability: Cloaking]] can disappear and not be visible to the enemy in any shape or f Ships with the [[AI War:Ship Abilities|Ability: Tachyon Beam Emission]] emit Tachyon Beams for the range listed that unclo
    8 KB (1,435 words) - 14:11, 1 October 2017
  • ...ed ghost copies of inventory items for assigning the same item to multiple ability bars at once ** Also, the ability to right-click characters in the character listing to rename them has been
    89 KB (14,646 words) - 19:51, 1 February 2015
  • **This should greatly improve the ability to see important things and select them, like your fleet leaders. ...8 -> 4 per mark, armor 80mm -> 50mm. This ship was simply absurd with its ability to multiply its own damage into the stratosphere as well as having increase
    338 KB (54,548 words) - 10:53, 26 June 2023
  • Several units have the '''Cloaking''' ability. While a unit is cloaked, enemies don't see it and can't shot at it. A cloa ...ts have the "Tachyon Beam Emission" ability, associated with a range. This ability allows a unit to reveal cloaked units around it within the specified range.
    5 KB (849 words) - 02:35, 25 August 2016
  • * Lightning Turrets now have extremely high armor piercing ability, as well as a hefty bonus against refractive hulls. * The ship ability "AI Will Abandon Post To Pursue," and its related functions, has been remov
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...estroying warp gates on planets adjacent to Human planets deny the AIs the ability to send waves through at least one wormhole (several if that planet is next Several AI units have the Warp Gate ability. There are three different kinds of Warp Gate abilities: Wave Only, Reinfor
    5 KB (878 words) - 14:09, 29 November 2016
  • ...can see what sort of ship stats it can hit with its ability, and what its ability does, all in one place. This again increases readability. ...ve had to evaluate every ship to see if it needs new immunities to the new ability, by contrast, meaning that if a modder didn't do that their ship could act
    18 KB (3,012 words) - 21:16, 7 August 2022
  • ** The ability to drag the view via the middle mouse button has been removed. If you'd li ...the boat "what spot do I attack from?" logic to handle the recently added ability to attack underground targets and to consider "in range of the surface abov
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ** With shields removed, much of your ability to defend a soft target comes from pure distance, so here's some more of th * Added the ability for us to have controller-less elements in the gui, which is useful for ima
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ==Firing ability== ==Movement ability==
    4 KB (809 words) - 10:19, 2 September 2021
  • ...mic Command Stations have very little defensive quality, and absolutely no ability to attack enemy ships, but they provide the largest income in metal, crysta ...very little in the way of economic gain, but have much more health and the ability to shoot at enemy ships, along with some specialized immunities like the im
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ...mic Command Stations have very little defensive quality, and absolutely no ability to attack enemy ships, but they provide the largest income in metal, crysta ...very little in the way of economic gain, but have much more health and the ability to shoot at enemy ships, along with some specialized immunities like the im
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...ry you're about to choose, the other territories you could choose, and the ability to name your starting territory (this replaces the separate prompt to name ...no longer direct attack-style buildings, but rather have an international ability that is all about sticking monsters on enemies.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • **the number of ability points this entity drops when it dies **If this is set, then every time the ship fires, it loses the ability to steer for this amount of time, and will just continue on at max speed du
    50 KB (8,387 words) - 14:20, 21 May 2018
  • * Added ability to delete saves from in game load and save menus * Added ability to delete campaigns recursively (Deletes the campaign and all associated sa
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ...r at one of the command posts, or the ship that is providing the reinforce ability. -The cloaking booster ability now has more of an affinity for scouts, and then higher-level ships, instea
    18 KB (3,048 words) - 19:47, 1 February 2015
  • ...of other commands to these sorts of ships, just mainly as a sort of quick ability to manage them in the case that a player has had to leave the game for a wh -Scout starships no longer have the ability to attack, but they now have 80,000 health instead of 50,000 and move at a
    29 KB (4,906 words) - 13:40, 1 February 2015
  • ...hips into a group of mobile ships, or to position something with a booster ability in the middle of a group of ships to boost. This also makes it much easier -Scouts and Scout Starships have a new "Unaffected By Negative Energy" ability, which makes them remain cloaked even when their controller's energy balanc
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...y completed nebula, thus granting metal income, energy generation, and the ability to construct the ships of those factions. ** Same basic mechanic as lightning warheads, while retaining the ability to hit aoe-immune stuff.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...Mines, Sentry Turrets and electrified floors all also work for wasting her ability uses.
    1 KB (182 words) - 12:12, 13 October 2013
  • ...ld_ provide more fault tolerance when programs like AVAST want to kill the ability of the game to check for updates. Knock on wood! ** If you virus a RaptorBot to bring it to your side, its shield-stealing ability is actually improved to only do at most 10% of the friendly unit's max heal
    48 KB (7,844 words) - 17:22, 2 February 2015
  • ...n the city map instead of the usual 3. Even more importantly, she has the ability to undertake missions that are 2 away, rather than the usual 1, thereby let # The ability to strike 2 missions out is '''huge'''. Axis can avoid Blockade, Outrun, an
    7 KB (1,170 words) - 09:52, 12 June 2015
  • ...rson view, the lunge always goes toward the front of the raptor, now. The ability to control it via looking around (added yesterday) was awkward, and the hig ...loration of small spaces substantially more fluid, while not wrecking your ability to maneuver during combat or in large spaces.
    79 KB (13,456 words) - 16:18, 24 August 2016
  • ...:Orbital Command Station|Orbital Command Stations]] have the Gathers Intel ability. If only units with no Intel ability have entered an unexplored planet, only the controlling AI's color is remem
    4 KB (691 words) - 02:56, 20 August 2016
  • * Add the ability to have weapon types that do bonus damage to stacks * Add the ability to have weapon types that have a capped number of stacks from a squad they
    105 KB (17,355 words) - 23:34, 5 March 2019
  • * Wormhole Borers : The AI now has the ability to create wormholes to allow its ships to bypass your defenses. They will s * Improve the ability of the ZA to respond to pioneer spawn time interruptions by decreasing the
    113 KB (18,449 words) - 16:11, 1 June 2021
  • Things like this are always an arms race. When you give the AI a new ability, the game gets harder. When you give the player one, the game gets easier. ...ich is fine. But for those players with a certain personality, having the ability to choose option B is the difference between a shallow strategy game and a
    9 KB (1,595 words) - 14:05, 1 February 2015
  • ...dible health, and a fairly middling main attack, but they have the special ability of not only amplifying incoming firepower against themselves, but also refl ...ow them as strong against almost no other ships. But, these have a unique ability: their shots inflict short-term paralysis on the ships they attack. The mo
    28 KB (4,560 words) - 19:50, 1 February 2015
  • Thanks to Quitch for suggesting the ability to compare the AIs' numbers with the players' numbers in a few key graphs, Thanks to Hyfrydle for suggesting the ability for trial and regular players to play together.
    14 KB (2,434 words) - 13:38, 1 February 2015
  • ...tions have been added to the graphics tab of the settings screen, with the ability to disable many of the new graphical effects (and older effects that are no -Now that the low power ability has been added for ships, cloaked player ships will once again auto-attack
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...in very close range to hit it at all (radar dampening does not affect the ability of enemy ships to hit other ships, just this one). ...gives you the spirecraft with a vastly higher energy cost, and without the ability to repair them. Consequently, your adjusted score is also reduced by 1/3.
    27 KB (4,399 words) - 09:07, 23 October 2018
  • Note that the [[Abilities|Ability:Armor Piercing]] allows a ship to ignore a targets armor on its own shots.< ...ck Power Boost from other units with the "Attack Boost For Allied Ships" [[Ability]].<br/>If a ship is currently having it's attack boosted, it will show in t
    6 KB (974 words) - 13:18, 24 February 2015
  • ...in very close range to hit it at all (radar dampening does not affect the ability of enemy ships to hit other ships, just this one). ...gives you the spirecraft with a vastly higher energy cost, and without the ability to repair them. Consequently, your adjusted score is also reduced by 1/3.
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...dible health, and a fairly middling main attack, but they have the special ability of not only amplifying incoming firepower against themselves, but also refl ...ow them as strong against almost no other ships. But, these have a unique ability: their shots inflict short-term paralysis on the ships they attack. The mo
    30 KB (4,946 words) - 14:07, 8 March 2015
  • Most Astrotrains are high-health trains with their own special ability.<br/> Mark level for Astrotrains is in relation to the special ability only, none of the trains base stats change based on Mark.<br/>
    12 KB (1,903 words) - 14:24, 17 January 2017
  • ...s make it down to the bottom in one piece. This mission is a test of your ability to dodge things. ...up fighting more microbosses at once, and they also gain the infinite-jump ability, and it gets pretty crazy.
    13 KB (2,285 words) - 04:14, 20 July 2012
  • ...ing a system will allow you to look at the system, a ship with [[Abilities|Ability: Gathers Scout Intel]] is required to display the ship sidebar on the right ...a very few other ships, such as the [[Eye Bot]], also have the [[Abilities|Ability: Gathers Scout Intel]].
    9 KB (1,467 words) - 15:37, 1 February 2015
  • ...pansion has a guard post, a dire guardian, and a core guard post with that ability) were not actually attrit'ing the swallowed starships. ...s (or strange) enough to want to see this info too. More importantly, the ability to gather this info yourself will help in case of strange AI bugs that don'
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...n_AcutianExecutor">Highly shielded, extremely fast-moving weapons, and the ability to deploy squadrons twice as quickly as normal.</ln> ...as powerful weapons, hull strength, and a faster deployment speed. Has the ability to fire rings of laser bursts, excellent at killing swarms of smaller craft
    11 KB (1,734 words) - 12:21, 8 May 2014
  • * Fixed a bug with various expansion ability images not appearing properly. ...ld_ provide more fault tolerance when programs like AVAST want to kill the ability of the game to check for updates. Knock on wood!
    34 KB (5,632 words) - 20:40, 14 November 2017
  • Hidebots and Stealthbots both share the unique ability to hide from sensors - which can be anything from an annoyance to outright ...range - while this can be replicated to a degree with Tuck's ability, his ability won't actually show the area around the mission objective - while the Scien
    3 KB (448 words) - 02:51, 2 February 2019
  • * Added the actual ability to do design-download hacks on Advanced Factories, Advanced Starship Constr ** Additionally, we're retaining the ability to show certain things about the AIs by using these sorts of colors. What e
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ** This has the ability to have fleet-specific upgrades and upgrades that benefit ships in a variet * The ability to choose your starting bonus ship type has been removed from the lobby, as
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...r less health based on the damage done to them by ships with the reclaimer ability.
    2 KB (386 words) - 19:49, 1 February 2015
  • ...on Microfighters bonus ship. The Scout Starship includes a limited tachyon ability as well, making them useful as a combat support role as well as a pure scou
    1 KB (246 words) - 14:04, 29 October 2018
  • ...distinct from ships that have the Mine Avoidance ability. Ships with this ability -- such as raiders, engineers, mobile builders, and the like -- are always
    4 KB (725 words) - 02:55, 14 August 2016
  • ...o up -- your economy might suffer, but that's another matter. Whenever an ability or effect says "(AI Only)" on a ship, that means it only applies when the A ...o up -- your economy might suffer, but that's another matter. Whenever an ability or effect says "(AI Only)" on a ship, that means it only applies when the A
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...ding party or planetary defense, whatever is most needed. The regeneration ability stops when the golems health drops to 10% or less.
    13 KB (2,356 words) - 10:42, 9 July 2016
  • ...Since they're hostile to both the player and the AI, they tend to lack the ability to hit specific weak spots with overwhelming force. <br/> ...gives you the spirecraft with a vastly higher energy cost, and without the ability to repair them (though some like the Martyr and Shield Bearer cannot be rep
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ...nnel, in addition to the existing LAN game detection and direct IP connect ability. ...e game keeps processing turns and animations while paused, making for full ability to issue and reissue any commands. However, the timer, resources, ship mov
    22 KB (3,797 words) - 13:38, 1 February 2015
  • -Mark I through III scouts now have a "cloaking booster" ability, which lets them work better in groups. When scouts are traveling in group -EyeBots now have cloaking and the cloaking booster ability.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • -All starships now have some level of munitions boost ability. Thanks to Admiral for suggesting the ability to click into any planet at any time, for suggesting that the ship level li
    20 KB (3,494 words) - 13:39, 1 February 2015
  • -Scout starships no longer have the munitions boosting ability. ...r other ships. That way incoming long-range sniper shots won't impede the ability of closer-range turrets to kill the ships more quickly.
    14 KB (2,434 words) - 13:39, 1 February 2015
  • ...are no longer cloaked while under construction (if they have the cloaking ability, previously that would be engaged while they were still under construction, -Infiltrators no longer absorb dark matter (and that ability has now been entirely removed as redundant with the counter-dark-matter fla
    107 KB (17,661 words) - 11:54, 16 September 2017
  • -Cluster attack bonus ability description in ship info now shows the third decimal place since it was mis -Thanks to intently for inspiring the ability to let cleanup drones remove mines on allied planets.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...ion-tuned window sizes in non-fullscreen mode, that has arrived—as has the ability to set a preferred refresh rate in fullscreen mode. Both of those windowin
    8 KB (1,277 words) - 12:26, 31 January 2015
  • * They want the AI to be more active and dangerous, with the ability to take the tempo away from them if they don't handle it right. Typically ...e able to smash up the AI's economic/industrial infrastructure to hurt its ability to wage war.
    17 KB (2,871 words) - 11:31, 26 May 2015
  • ...ated immunity results in Ion Cannons and other ships with the "Insta Kill" ability being unable to attack this particular ship. **The Siege Starship also has a special ability to damage ships under a forcefield while also hitting the forcefield itself
    4 KB (674 words) - 19:48, 1 February 2015
  • *Ability Icons *Ability Bar Numbers Background
    18 KB (2,364 words) - 15:17, 18 May 2012
  • ...are so cheap to replace, against a target with the [[Abilities|Instal-Kill Ability]], such as an [[Ion Cannon]], you can simply swarm it to death and take a r ...e ships fire Dark-Matter so units with the [[Abilities|Counter Dark Matter Ability]], such as the [[Counter Dark Matter Turret]] or the [[Cloaker Starship]] w
    2 KB (411 words) - 11:43, 16 February 2015
  • Parasites are utility ships that give the player the powerful ability to convert AI fleet-ships to their cause. They are not strong in general fl ...or [[AI War:Mobile Space Dock|Mobile Space Dock]] (which has a good repair ability) with you on offense. Also check your Command Station for strays after a de
    3 KB (404 words) - 05:16, 10 July 2016
  • * They want the AI to be more active and dangerous, with the ability to take the tempo away from them if they don't handle it right. Typically ...e able to smash up the AI's economic/industrial infrastructure to hurt its ability to wage war.
    17 KB (2,848 words) - 15:37, 1 February 2015
  • ...|| valign="top" | AI guard post with practically no guns, but the powerful ability to warp in a low-warning counterattack [[AI War:Wave|Wave]] to most human p This post is very dangerous because of its ability to bypass your defensive line.<br/>
    1 KB (235 words) - 07:28, 17 August 2016
  • ...ch means they'll learn various exploits they can use against it. Players' ability to execute these exploits manifests as hacking points (HaP), which are accu ...sensor net. This grants all human ships on the planet the normal cloaking ability and suppresses all AI tachyon sources. All normal "must recharge cloak aft
    13 KB (2,173 words) - 05:59, 28 July 2016

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