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  • <big>'''How Do I Keep Astro Trains Off My Planets?'''</big> '''Q:''' With AI players of difficulty 5 and up, Astro Trains keep coming through my planets and shooting up my stuff. It doesn't
    2 KB (296 words) - 14:04, 1 February 2015
  • * Various astro train changes: * All astro trains now have command grade hulls rather than ultra heavy. This acts lik
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...alerted eye warnings. And devourer warning, zenith trader warning, astro train warning, enraged harvester warnings, ...AI fleet looking for warden bases. And exogalactic wormholes. And astro train stuff. And various dark spire stuff. Huge amount of dark zenith stuff. A
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...randomly selected Train Master AI Type would not automatically enable the Astro Trains plot. ...r Train Master AIs (it is no longer possible to start a new game against a Train Master without trains; we may add a "Vanilla" AI Type later on to fill that
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * The way that the AI thread keeps track of Astro Train Stations and Special Forces Rally Points (of all sorts) is now significantl * All astro trains now have command grade hulls rather than ultra heavy. This acts lik
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * Destroying Astro Train stations ...I Progress right there, not counting special forces command posts or astro train station additions (or additions from other sources), and also not counting
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...iege Starship from being able to hit: warheads, Avengers, Superfortresses, astro trains, enclave starships. * Astro trains in general (including turret trains), and also astro train stations, are now a lower priority for player ships to auto-attack. This w
    151 KB (24,808 words) - 19:48, 1 February 2015
  • -Previously if AI ship was regenerated (e.g. by a regenerator train) it was being regen'd free-to-hunt-human-players even if killed by a minor -All of the various types of astro trains are now unable to be repaired. This helps to mitigate their effects
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ** This included special forces guard posts, astro train stations, and AI Eyes. *** Then, we made them hit like a train from long range, but unable to fire upon anything remotely small. They wer
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ====Astro Trains==== ...re near as annoying as classic, so you don't have to worry about a nuclear train randomly blowing up one of your most important worlds. However they now all
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...d gravity generators, minefields, nanocaust stuff, dark spire stuff, astro train stuff, dyson stuff, instigator base, macrophage stuff, give none. ** Astro Trains also can no longer be stacked, since that's just odd.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • -Astro Train Stations are now immune to reclamation by parasites. -The AI Progress now goes up by 1 when special forces command posts and Astro Train Stations are destroyed (this is a very tiny amount on the new scale). This
    22 KB (3,797 words) - 13:38, 1 February 2015
  • -A bug with astro trains commonly just hanging out at their train stations should now be fixed. -Since version 1.006, the Astro Trains were sometimes stopping permanently at train stations. Now they might stop for a little while, but they will quickly re
    16 KB (2,780 words) - 11:51, 16 September 2017
  • * Removed tachyon beams from astro trains (except the Tachyon Train, which still has planetary coverage). * Fixed a bug where a Nuclear Train detonation could cause an unhandled error.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * Destroying an [[AI War:Astro Train Station|Astro Train Station]]: '''+3'''
    3 KB (550 words) - 13:51, 21 October 2016
  • * [[AI War:Astro Train Station|Astro Train Station]]
    2 KB (388 words) - 04:01, 21 July 2016
  • ...s at random, causing various problems for players depending on the type of train. Many trains enhance AI ships on the same planet, while others disable cer
    5 KB (869 words) - 03:23, 16 August 2016
  • -Astro trains now no longer have an attack bonus against constructors. ...16 instead of 12/8, and they both are now immune to dark matter (and thus astro trains), and their build times have been halved.
    41 KB (6,639 words) - 19:47, 1 February 2015
  • {{Template:Obsolete|Astro Trains no longer rely on Dark Matter weapons to do damage - see [[Astrotrai ...tive shield against any ships that fire dark matter beams. This is mostly Astro Trains and Munitions Boosters in the base game, but other specialized ships
    1 KB (177 words) - 13:50, 1 February 2015
  • ...t in the current system (this prevents ships from getting stuck up against train stations, etc). -Previously, on lower difficulties it was possible for Astro Trains to get trapped on player planets because they are normally not suppo
    48 KB (8,166 words) - 13:40, 1 February 2015

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