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  • ...negated, even if the attack crosses or is launched from within the Counter Turret's protection radius. ...turret can negate, if you are fighting an AI with several unlocks that use Missile ammo, this is very much worth the knowledge.<br/>
    942 bytes (143 words) - 20:47, 26 April 2015
  • |[[File:AIWarMissileTurret.png|left|Missile Turret]] || valign="top" | Slow, high-power, high-range defense for planetary base
    366 bytes (44 words) - 23:01, 7 August 2013
  • #REDIRECT [[AI War:Counter Missile Turret]]
    43 bytes (6 words) - 20:47, 26 April 2015
  • |name=Missile Turret
    287 bytes (26 words) - 14:38, 21 September 2018

Page text matches

  • ...having 3x vs Light, Composite, CloseCombat, and Swarmer (same as the Flak Turret, which is basically a stationary grenade launcher). * Renamed the Artillery Guardian to the Missile Guardian because it shoots missiles instead of the actual "Artillery" ammo
    209 KB (33,423 words) - 12:14, 16 September 2017
  • *** Multiplier vs Turret from 0.1 => 1. *** Multiplier vs Turret from 2 => 5.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...player's Neinzul Enclave Starships can build. These are based on unlocked turret technology and provide more of a "carrier with fighters" feel. ** As an experiment, Bombers get 0.8 and Fighters and Missile Frigates get 1.2. Bomber waves will probably still be more dangerous (as i
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ** Turret trains: * Corrected Sniper/Sniper-Turret/Spider-Turret tooltips that still said they fired through forcefields.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...War:Fighter|Fighter]], [[AI War:Bomber|Bomber]], [[AI War:Missile Frigate|Missile Frigate]], and an additional bonus ship type for each homeworld you start w ...r|Fighters]] beat [[AI War:Bomber|Bombers]] beats [[AI War:Missile Frigate|Missile Frigates]] beats [[AI War:Fighter|Fighters]]:
    28 KB (4,216 words) - 11:40, 4 February 2017
  • Needler Module -> [[AI War:Needler Turret|Needler Turret]]<br/> Laser Cannon Module -> [[AI War:Laser Turret|Laser Turret]]<br/>
    59 KB (6,126 words) - 13:37, 30 September 2017
  • *** Consumer Turret: 2500 -> 2000 *** Breach Torpedo Turret: 3000 -> 2750
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...nyway, you can set up a looping queue of, say, 5 fighters, 1 bomber, and 1 missile frigate and a garrison threshold of 50 and it will produce ships until it h * The awesome modified version of the short range guard post, missile guard post, and MLRS guard post that were created by HitmanN as a mod have
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * All of the turret icons have been updated to include letter codes within them, which make the * Fixed a bug where AI ships would camp on a dead turret waiting for it to come back to life.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * All turret health halved, energy cost for all but the Heavy Beam Cannon reduced by 100 ** EXCEPT for always 1 of the turret servers should almost always be within distance 1 of your planet, and 1 of
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ** This may fix the turret count thing? Not sure yet. ...accurate count of upgradable ship lines. It does not fix problems with the turret count though.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...urrets that the AIs did have are now removed from old savegames (including turret remains). This includes sniper turrets, spider turrets, tractor beams, the ...e shots is now 1/5th as GPU-intensive as before. The method for rendering missile shots is now 1/9th as GPU-intensive as before. The method for rendering ex
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...s in 8.0 (counter-attack posts being made optional comes to mind, and many turret caps becoming per-planet), but this account has to stop somewhere. Oh, and * MkV turrets cap increased by 50% to make hacking/capturing core turret controllers a more attractive option.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...a certain number of certain types of these, and can get more by hacking AI Missile Silos (which destroys the silo and gives you more warheads). ** It now starts with the fleet-ship triangle (fighter, bomber, missile corvette), and immediately spends its first 10 unlock points on a one bonus
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * Fixed an inaccuracy in the Tractor Beam Turret descriptions. * The max health of missile turrets was previously incorrectly low. Fixed.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...cTurret.png|50px|left|]] || valign="top" | [[AI War:Needler Turret|Needler Turret]]<br/>Fires solid-slug kinetic projectiles composed of many, many monomolec ...LaserTurret.png|50px|left|]] || valign="top" | [[AI War:Laser Turret|Laser Turret]]<br/>Fires powerful lasers at moderate range.
    4 KB (667 words) - 16:16, 24 July 2016
  • ...AI will now build nests of sniper turrets every so often (like the spider turret nests, except larger). ...to auto-attack. This will help somewhat with ships getting distracted by turret trains, but if ships are already latched on and firing on it, it may still
    151 KB (24,808 words) - 19:48, 1 February 2015
  • === Turret Rebalance === * Upped the amount of Turret unit lines of RaidOffensiveTurrets and GeneralTurrets Battlestation/Citadel
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Actually gave their Tractor Array Turret some unique traits rather than being a copy of the player one. * Actually made a proper variant of a Gravitational Turret for them to use.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...found in fleets, ARS, and GCA have gone up. And I rebalanced the AI Cruise Missile Battery to be a little more threatening. ...cases, the only case to avoid being when all marauder planets would have a turret-hack going it seems) not loading.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • *** Spends 1/4 your total cap (or whatever is left) of each non-power-using turret type around the controller. ...re the Design Backup Servers and Experimental Fabricators and Experimental Turret Controllers were not showing the name of the stored/granted ship type in th
    182 KB (30,453 words) - 13:10, 11 January 2018
  • Ship - Spider Turret ...f the sniper turret that does the same amount of damage as the base sniper turret, but which also inflicts engine damage.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...at makes it look like it should be standing on something. It was the only turret to have that style of design, we think. ...n (wow this was one of the worst in the new lighting), lightning guardian, missile guardian, mlrs guardian, needler guardian, plasma guardian, shield guardian
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ** Turret schematic server has unique graphics for the first time. ...ity), as well as which units you can build now but have not (often certain turret lines, etc).
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...ic spaceflight capability and weaponry adapted from advanced human missile turret technology. Requires Mark II [[Missile Turret]] technology.
    4 KB (404 words) - 20:29, 11 March 2013
  • ...negated, even if the attack crosses or is launched from within the Counter Turret's protection radius. ...turret can negate, if you are fighting an AI with several unlocks that use Missile ammo, this is very much worth the knowledge.<br/>
    942 bytes (143 words) - 20:47, 26 April 2015
  • ...Beam Frigate|Zenith Beam Frigate]], [[AI War:Heavy Beam Turret|Heavy Beam Turret]], or [[AI War:Spire Frigate|Spire Frigate]]. ...d by gravity, such as from the [[AI War:Gravitational Turret|Gravitational Turret]].
    8 KB (1,287 words) - 12:39, 4 November 2018
  • * Change the Spider turret description after the pivot *** Fighters, Bombers, and Missile Corvettes; and with that, a framework for applying the old AIWC balance num
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...anti-[[Fighter]]), [[Neinzul Youngling Tiger]]s favour heavy-hulls (anti-[[Missile Frigate]]), and [[Neinzul Youngling Weasel]] favour rare hulls (anti-[[Bomb ...[[MLRS Guard Post]]s and [[Eye Bot]]s ) and an unfortunate malus against [[Missile Frigate]]s. Its damage bonus should be noted should you need to take out an
    2 KB (300 words) - 12:00, 16 February 2015
  • ...ffed the speed of the Hydral Golem and Sentinel, and the shot speed of the Missile Outpost to make the hydral tech missions less trivial. ...d sniper turrets now have more range than they previously did. The sniper turret has MUCH more.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...-immunity is perfect against [[Missile Frigate]]s and saves attrition from Missile-based guardposts on AI planets. ...[[Advanced Factory]] to these critters will be upsetting - spare a gravity turret at each. Additionally, slapping down a Military Command Station right next
    2 KB (387 words) - 14:53, 17 February 2015
  • ** Acts as a scout, passes through force fields, and is missile-proof. Has cloaking and cloaking booster abilities like regular scouts. * '''Missile Silos'''
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ** Acts as a scout, passes through force fields, and is missile-proof. Has cloaking and cloaking booster abilities like regular scouts. * '''Missile Silos'''
    43 KB (6,703 words) - 19:47, 1 February 2015
  • -New ship: MLRS Turret III. ...l to that of the starship constructor. This lets players build up to five missile silos instead of always being limited to one.
    16 KB (2,661 words) - 13:39, 1 February 2015
  • ...nly build a few Missile Silos, so be mindful of where you build them. The Missile Silo can be found under the CONST tab of your command station. Be aware th ...be set off on your own planet. Basically, there are two ways to set off a missile -- scrap it yourself, or have it get shot down by enemies. If enemies are
    6 KB (1,154 words) - 14:06, 1 February 2015
  • ...Post]]<br/>Basic AI guard post armed with a single long-range, high-damage missile launcher. ...ost is the same type as fired by the [[AI War:Heavy Beam Turret|Heavy Beam Turret]].
    15 KB (2,291 words) - 05:52, 10 July 2016
  • ...Gravity Generators. They can also pick Tractor Arrays in place of a normal Turret type on a planet. * Spider Turret shots per salvo 1 -> 3, damage per shot 120 -> 40.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...s (specifically: Energy Pulse, Forest Rage, Gold Boomerang, Urban Predator Missile) ...e literally drawn for them, hence the purple one saying "Landspeeder Robot Missile"; watch out for those, but at least they can be shot down).
    363 KB (62,010 words) - 19:50, 1 February 2015
  • <font size="3"><b> Missile Module</b></font> | {{AlgCtr}} | Missile || {{AlgCtr}} |5 Refractive, 5 Ultra Heavy, 5 Structural
    28 KB (2,820 words) - 21:25, 28 October 2018
  • ...You can't just, say for example, immediately build 150 Fighters, Bombers, missile frigates and a bonus ship. Instead, you must have a Flagship that has those *You no longer get more of a turret by upgrading it's mark, instead you must capture and hold Global Command Au
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...t]] || valign="top" | Acts as a scout, passes through force fields, and is missile-proof.<br/>Has cloaking and cloaking booster abilities like regular scouts. ...t that eye bots themselves use missile munition - unlock [[Counter Missile Turret]]s if you find that it is not possible to stop them from taking out valuabl
    2 KB (295 words) - 11:40, 16 February 2015
  • * Turret health reduced by 25% or more overall, excluding the Heavy Beam Cannon and * Turret Costs increased by around 25%-33% overall, and their self building speed re
    50 KB (8,414 words) - 11:12, 15 October 2018
  • Updated Missile Silo ...ey do engine damage. This basically makes them like a supercharged spider turret against higher-level ships, and their usual insta-killing selves against eq
    47 KB (7,691 words) - 11:53, 16 September 2017
  • **[[Missile Frigate]]s * '''Turret'''
    4 KB (544 words) - 20:20, 15 May 2015
  • * Previously we missed updating the graphics for the gravity lance turret. Fixed! == Version 1.031 (Tonight We Dine On Turret Soup) ==
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...ikely bankrupt your metal reserves. Within the triangle, bombers counter [[Missile Frigate]]s. You will often find yourself sending these against AI [[Fortres A Hint: Ion-cannons will always target your bombers before fighters and missile frigates.
    2 KB (363 words) - 13:21, 24 February 2015
  • -MLRS turret bonus against fighters reduced from 10x to 8x. ...for Counter Dark Matter Turret reduced from 1125 to 1000 and for Lightning Turret MkIII reduced from 2200 to 2000. Since no other unlock cost was not a mult
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...bonus ship types, AI types, map styles, core guard posts, guardians, core turret controllers, and more awesome music from Pablo Vega. The expansion also ad == Core Turret Controllers ==
    14 KB (2,253 words) - 20:05, 6 August 2020
  • ...re taking missile fire, build one of those, too. If you don't have Counter-Missile Turrets, send out some Fighters to take out the Cruisers that are firing th
    2 KB (405 words) - 13:47, 1 February 2015
  • ...players from being able to sweep for enemy ships by attempting to place a turret or other ship in locations that they think have cloaked ships. ...this makes is to make impossible the autotargeting or manual targeting of missile/sniper type ships onto the AI Core Command Stations.
    14 KB (2,434 words) - 13:39, 1 February 2015
  • ...ng cap-DPS and low bonuses. Although [[MLRS]] seem to be a cousin of the [[Missile Frigate]] with a subset of bonuses, they are surprisingly not [[Fighter]] c ...get into range. Obviously, shots are nullifiable through [[Counter Missile Turret]]s, but this is usually unnecessary when facing just MLRS in an average gam
    1 KB (178 words) - 11:44, 16 February 2015
  • -The cost of the Missile Silo has been reduced from 100k metal and crystal to only 25k metal and cry -The MLRS Turret II technology no longer depends on the Missile Turret tech having been unlocked.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • Tractor beams, such as those emitted by the [[Tractor Beam Turret]], grab a ship and hold it in place until the tractor beam emitter is destr Gravitational fields, such as those emitted by [[Gravitational Turret]]s, impose a fixed limit on the speed of enemy ships within the field.
    5 KB (794 words) - 15:36, 1 February 2015
  • * A couple of turret upgrades (usually Laser I and Missile I). * Spider Turrets, or perhaps Basic Turret IIs, or both.
    7 KB (1,177 words) - 14:12, 1 February 2015
  • ...[[Raptor]]s: the fastest ships in the fleet, and cloaked. Out-range even [[Missile Frigate]]s, although the Raptor's automatic retreat range will allow them t ...ut-range them (by fighting outside the 9000 retreat range, with ''e.g.'' [[Missile Frigate]]s) Raptors shouldn't be too much trouble. Just don't go issuing FR
    2 KB (275 words) - 12:09, 16 February 2015
  • ...and higher they can also be used to neutralize [[AI War:Missile Guard Post|Missile Guard Posts]] and [[AI War:MLRS Guard Post|MLRS Guard Posts]] with impunity [[AI War:Sniper Turret|Sniper Turrets]] and [[AI War:Spider Turret|Spider Turrets]] can pick them off quite effectively before they can reach
    2 KB (250 words) - 17:49, 24 September 2017
  • '''HBC''' - Heavy Beam Cannon, referring to the [[Heavy Beam Turret]] or a similar module. '''LRM''' - Long range missile, generally referring to [[Missile Turret]]s.
    4 KB (585 words) - 15:37, 1 February 2015
  • ...basic spaceflight capability and weaponry adapted from advanced human MLRS turret technology. Requires Mark II [[MLRS Turret]] technology.
    4 KB (416 words) - 20:32, 11 March 2013
  • ...esources, then FRD into the other side. Your fleet can then clean up the [[Missile Frigate]]s and Starships that are left. A good network of [[Gravitational Turret]]s plus a [[Force Field]]s will hold these at bay for a while. It may be wo
    2 KB (393 words) - 22:18, 1 February 2015
  • ...a simple affair in every engagement. Therefore, these combine well with [[Missile Frigate]]s and other long-range ships. Note that [[Gravity Drainer]]s hard ...0 range or below. Their composite hulls can be countered by the player's [[Missile Frigate]]s; alternatively, they can be selectively targeted by bonus ship-t
    2 KB (278 words) - 12:14, 16 February 2015
  • ...arship is both perma-cloaked and provides [[Counter Missile Turret|counter-missile coverage]]. However you may only build 2 Mk IV Scout Starships at a time.
    702 bytes (100 words) - 03:53, 21 August 2016
  • ...eam fired by this guard post is the same type as fired by the [[Heavy Beam Turret]]. ...sileGuardPost.png|50px|left|Missile Guard Post(Core)]] || valign="top" | [[Missile Guard Post(Core)]]<br/>Emits fearsome long-range, armor-piercing, high-dama
    5 KB (733 words) - 20:46, 26 April 2015
  • ...ch as missiles, they are unable to reflect. So they are very weak against missile-heavy opposing ship mixes, while they absolutely cleave through more laser/ * '''Astro Turret Trains''' (I-III variants)
    28 KB (4,560 words) - 19:50, 1 February 2015
  • -Turret and mine remains, as well as mines themselves, are now blind so as not to p -Missile frigates bonus against anti-starship arachnids (and other spider types) inc
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...ch as missiles, they are unable to reflect. So they are very weak against missile-heavy opposing ship mixes, while they absolutely cleave through more laser/ * '''Astro Turret Trains''' (I-III variants)
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ...heir obvious weakness is the low health, resulting in easy 1-hit KO from [[Missile Frigate]]s of equivalent mark. An AI unlock should not worry a player. Both [[MLRS Turret]]s and [[Flak Turret]]s offer bonuses against gatlings, although one should be mindful of their
    909 bytes (133 words) - 11:45, 16 February 2015
  • ...anti-[[Fighter]]), [[Neinzul Youngling Tiger]]s favour heavy-hulls (anti-[[Missile Frigate]]), and [[Neinzul Youngling Weasel]] favour rare hulls (anti-[[Bomb ...ck-wave will warrant extra [[Tractor Beam Turret]]s and/or [[Gravitational Turret]]s.
    2 KB (270 words) - 11:59, 16 February 2015
  • Unike most raiders, Space Planes are not effectively countered by [[Missile Frigate]]s as they find it difficult to get into radar dampening range. If ...um list of things that ignore radar dampening: [[Sniper Turret]], [[Spider Turret]], Railgun modules (on Spire Destroyers and larger), [[Counter-Spy]] and [[
    2 KB (319 words) - 12:11, 16 February 2015
  • ...fired by [[Astrotrains]]. Can be countered with the [[Counter Dark Matter Turret]]. |valign="top" | <b>Missile:</b> || A longer range, usually slow, homing projectile that explodes upon
    8 KB (1,407 words) - 22:10, 1 February 2015
  • ...ation|Warp Jammers]] to keep the AI from attacking that planet. Per-planet turret caps has helped considerably with this process. ...dom locations. When their planet is on alert, they fire a lightning or emp missile every fifteen minutes. These warheads don't cause AIP, but affect anything
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ...progress bar. This is particularly useful with Starship Constructors and Missile Silos. -Counter-Negative-Energy Turrets have been added as a new turret at command stations. These protect against the shots from Astro Trains and
    13 KB (2,246 words) - 13:36, 1 February 2015
  • *** Can mount Needler, Laser, MLRS, Missile, Shield, and Heavy Beam modules. ...are not directly researched but become available through the corresponding turret/forcefield research.
    9 KB (1,324 words) - 20:04, 6 August 2020
  • With such power, be ready to protect these ships from enemy fire. [[Missile Frigate]]s now out-range beam frigates - hinting at their weaknesses agains On wave-defense, ensure that your turret clusters are placed out of the effective range of the beams. They are only
    2 KB (294 words) - 06:05, 16 June 2016
  • ...not fare much better against missiles from [[Missile Frigate]]s or [[MLRS Turret]]s. One could easily decrease the amount of shell-based weaponry in one's a
    2 KB (280 words) - 11:39, 16 February 2015
  • ...anti-[[Fighter]]), [[Neinzul Youngling Tiger]]s favour heavy-hulls (anti-[[Missile Frigate]]), and [[Neinzul Youngling Weasel]] favour rare hulls (anti-[[Bomb ...sometimes justify unlocking extra [[Force Field]]s or extra [[Tractor Beam Turret]]s to hold back the tide.
    2 KB (294 words) - 11:51, 16 February 2015
  • ...[Zenith Bombard]]s each on a rampage. In those numbers, a player fleet and turret ball would be shred to pieces. ...orce Field]] will grant your defenses enough time to take them down. Use [[Missile Frigate]]s in offensive situations.
    2 KB (295 words) - 12:32, 16 February 2015
  • ...l Turret]] placement. They are not strong individually, and will lose to [[Missile Frigate]]s when caught.
    1 KB (177 words) - 09:55, 23 October 2018
  • |[[File:AIWarMissileTurret.png|left|Missile Turret]] || valign="top" | Slow, high-power, high-range defense for planetary base
    366 bytes (44 words) - 23:01, 7 August 2013
  • #REDIRECT [[AI War:Counter Missile Turret]]
    43 bytes (6 words) - 20:47, 26 April 2015
  • |name=Missile Turret
    287 bytes (26 words) - 14:38, 21 September 2018
  • ...r spawned as a shot, by drone guns. It has a single suicide attack, like a missile. * Fixed a bug in sniper turret ring autobuilding which in some cases placed the autobuilt turrets everywhe
    115 KB (18,274 words) - 10:11, 15 May 2024