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  • ...me: the endgame has been completely overhauled for AI War. Previously, the home planets for the AI were always very similar to one another, and often they ...that things were too centralized on a single unit on those planets: the AI home command stations. You had to destroy those, and that was really the only go
    6 KB (1,058 words) - 19:48, 1 February 2015
  • ...controlled only by the AIs. These core starships roam around the core and home planets of the AIs, but tend not to be seen anywhere else. * '''Home Command Station (Humans)'''
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ** Min Seconds Between Attack Alerts On Home Command Station *** Do not give audio warnings about attacks on an unprotected human home command station more frequently than this. Default 30. Bear in mind you l
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ** Gyrn, the Void Home: Functions as a mobile Space Dock at higher mark levels ...tton in the debug menu. It will spawn 8K strength of ships at the player's home command station (ignoring the Energy limits)
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...r team loses all of theirs first, loses the game. If this were Chess, your Home Command Station would be your king. Home Command Stations are the central point of both your and the AIs empires.<br
    2 KB (378 words) - 20:40, 26 April 2015
  • ...s them. So you can breathe easier! If you lose a planet (other than your home planet), it's not a permanent setback in any way. ...is yes 100% of the time. If you can create a layer of buffer around your home planet, that is always worthwhile.
    15 KB (2,573 words) - 15:05, 24 April 2015
  • * Removed energy costs from Human Home Settlement and Cryogenic Pod structures, since you can't low-power the sett ...bricators now use the same "don't put this near a wormhole" logic as human home command stations.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • Updated Command Station Home, I, II, III -On difficulty 6 and up, AI home planets are now much less responsive to neutering. This gives a more reali
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...emoved from the game (including stuff normally immune to nukes, like an AI home command station). * Home Command Station salvage rate from 50% => 40%.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...awning planet nodes that allow you to turn off various things on the human home planet in tutorials: ** They additionally have double the Cryopod and Home Settlements than the default.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...me: the endgame has been completely overhauled for AI War. Previously, the home planets for the AI were always very similar to one another, and often they ...that things were too centralized on a single unit on those planets: the AI home command stations. You had to destroy those, and that was really the only go
    8 KB (1,442 words) - 02:58, 17 June 2016
  • ** Home Human Settlement got the cubemap treatment, it was boring dark. * Potentially make fireteams more willing to press home an attack until all the enemies are dead
    186 KB (31,438 words) - 17:26, 13 July 2020
  • Xenoarchaeology, Home Command Xenoarchaeology, Home Command
    7 KB (1,090 words) - 12:44, 27 February 2015
  • ...ly 3-4 wormholes per adjacent planet, but one is simply going back to your home planet obviously). Off the bat you probably say build at least 1 tractor pe ...4 that our team of four had, and I lost all 6 of my planets (including my home) in one big sweep. Whoops. But then it's a matter of rebuilding (in multi
    20 KB (3,556 words) - 19:50, 1 February 2015
  • * The shadow thieves in the Forsaken Home now also steal your shovel (so THAT's how people were getting that in the o * The shadow thieves now show up outside the Forsaken Home to steal your stuff if you take the poison pill or otherwise restart in the
    78 KB (13,097 words) - 17:26, 2 February 2015
  • ...s in the tooltip of a fleet leader have been adjusted to clarify what is a Home and what is an actual Ship. * Some necromancer ship/home names normalized, short names in particular.
    113 KB (17,931 words) - 02:03, 12 May 2024
  • ...ever be strong enough to take it, until it did a cross-planet attack on my home. ...Level, there is risk that the AI ships might just come straight into your home planet from the world you failed to take. So, there are those sort of posi
    3 KB (531 words) - 14:03, 1 February 2015
  • ...plot. The Avenger is incredibly powerful, and will go straight for human home command stations. ...s had a ship cap of 2500 no matter what players did to try to neuter those home planets, etc. That is now still true for difficulty 9 and higher, but the
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...r the shard, one to go after the refugee outpost, and one to go after your home command station. Once the shard is back home, you can use it to build a Spire Colony Ship. This colony ship can in turn
    30 KB (5,095 words) - 15:36, 22 December 2016
  • == Player Home Force Field Generator == ...u start the game with one of these covering each of your [[Command Station|Home Command Stations]] and can not build them during the game.
    4 KB (605 words) - 00:13, 9 December 2013

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