Search results

Jump to navigation Jump to search
  • ** This last part is by design, but the towers causing them to not approach enemy towns was not. ...something that had much effect, and was something that added some negative complexity for no real gain.
    132 KB (22,317 words) - 12:25, 31 January 2015
  • '''But Why So Much Complexity?''' Okay, so that's what is being simulated -- but why? To a mathematician, the design of the mix of ships in AI War is not mathematically elegant, and so a few p
    9 KB (1,682 words) - 13:59, 1 February 2015
  • ** Design Template LODs and integrated into game. * Fixed a bug where the Design Backup Servers and Experimental Fabricators and Experimental Turret Control
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ** Thanks to many players for complaining about the old design of the special forces rally post guardians, thus prompting us to completely ...otted number of ship types available given the current expansions and ship complexity, then the number of valid starting positions will be reduced as appropriate
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...ld be standing on something. It was the only turret to have that style of design, we think. ...50% more like before). Mines match their maximum count in the "Minelayer" design.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • * Added a new tab to the Controls screen called "Ship Design", for defining custom templates for modular ships (i.e. the three marks of ...You can also change the modules manually or select another defined custom design and apply it to the ship you used to get to the window.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...still see you before its individual guns can shoot at you, and this is by design, but the individual guns can't move and so having them see you before they ...too out of hand, mainly from a thematic standpoint. We shall see—that's a design point to mull later, during the 1.3 timeframe.
    89 KB (14,646 words) - 19:51, 1 February 2015
  • ...though it technically was not. We may revisit that mechanic on the reaper design, but it's plenty threatening even without that. ...ause that's what makes sense once you go above the baseline: you need more complexity to keep it interesting, not just less health or whatnot,
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...On A Valley Without Wind's Transformation From 1.0 to 1.1] on our Games By Design blog. ** Basically, we're taking a page out of the modern game design book of making you feel like you're getting your behind kicked without that
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ...ersion 3.900! This guide is meant for folks who already understand how to design a non-modular unit, and it explains all the differences and new things that It is possible to design ships that don't become modular until some mark level by giving a zero or n
    11 KB (1,909 words) - 17:36, 21 February 2022
  • Minor factions tend to add a bit more complexity to the game, however, so they are not recommended for new players on their * This was the original design for the spirecraft in general, but players wanted more options. The best wa
    31 KB (5,110 words) - 15:35, 22 November 2018

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)