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  • ...face chunk. Thus making them impossible to warp out from them, as well as making it so that you would blip through several chunks when you warped in to them ...o be dealt with before other actions are taken we've made it consistent by making the second opening not overwrite the title (and thus do nothing at all) rat
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ...ety of other debuffs (armor damage, engine damage, paralysis) just for the fun of it. ** The "staggering" mechanic is still in place to prevent alpha strikes (which has both positive and negative impacts on the unit's effecti
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...nks to BadgerBadger and others for reminding us that insta-retreat is less fun for the meatbags. ...es are now in the new GUI style, and have a bit of an extra marker to them making it clearer they are textboxes.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * A bunch of less-critical buildings have a lot more building complexity, making it so that either their construction times are longer or you need to build ...rt of the plan, so that engineering firms have a more firm purpose without making every building time trivial. In this case the core buildings do become kin
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ** This makes them way easier to click, without making them look goofy -- in fact, they look cooler than ever. ** This approach is also something we'll be making use of, somewhat in reverse, to handle "lines between things" of the type t
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ** You can start with Golems and some other fun ships as your starting Ark (more variety than Ark Empire) ...let's be honest, player judgement too...) of the ships and their decision making, but does not affect the actual combat strength.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...ly-sometimes-off decisions that make the lower-level AIs easier while also making reasonable mistakes a human might. ...the AI has long known this (same as the AI), but in some critical decision-making logic it was incorrectly barred from that data.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...more things get brought to our attention to refine and make as smooth and fun as possible. This was basically a period we set aside for doing that sort ...ut might have been missing some multipliers, we're not sure. At any rate, making a change to that we now just go ahead and increment the number means that f
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...ving allies. Before it would just stomp the AI, but that's not actually a fun game. The idea is to make it so that we have a generalized way for the AI ...l factions in this game, and faction teams beyond even that, and it can be fun to have a worthy opponent even if you stack the deck way in your favor. Ha
    186 KB (31,438 words) - 17:26, 13 July 2020
  • *[[AI War 2: Making Alpha Fun]] *[[AI War 2:Earlier Than Early Alpha|Earlier Than Early Alpha]]
    4 KB (657 words) - 10:51, 26 June 2023
  • ...infrastructure targets that can be killed to weaken the enemy. It's always fun to destroy your enemies production facilities. ...king, or hit two planets at once. And they'll stun your forcefields (FFs), making them nearly useless against a built up scourge army.
    11 KB (1,818 words) - 00:48, 30 September 2020
  • ...lly cost a fair bit of metal and crystal, so once your scouts have stopped making progress you'll want to pause that dock again. ...wave. It was an effective way to soak some turret alpha (particularly AOE alpha) and it could mess with counter-wave defenses... but ultimately the player
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...c, but not in the computation of the resource production's visual display (making it look like a harvester should be producing something, but it was taking m * Buildings now gain levels much faster than before, making this mechanic a lot more important even in the short term when you are play
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...projects/arcengames/ai-war-ii-0/posts/2169345 Pivoting AI War 2: Bring The Fun!]. * The scrollbars on all the sidebars are now 16 wide instead of 20, making them seem more sleek and like a typical OS.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...keep the spirit of the Fallen Spire from AIWC, while doing some additional fun things that are possible/easier with the new AIW2 engine. This does not mat * Give players a chance to "smash the galaxy for fun and profit" by going for a mark 7 city, well above the mark 5 level that is
    23 KB (4,043 words) - 14:00, 6 April 2022
  • ...r parts of the tutorial are now more interesting and basically cover that, making this a lot less interesting. * The explosions and shots now render under the far zoom icons in far zoom, making it easier to see what's going on clearly in that strategic view.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Repulsive hornet mines now have substantially more repulsion power, making them more obviously useful. ...rd on every enemy kill. eak missile launcher with very high blast radius, making it able to chew through more obstacles or shots with per shot. However, mo
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...aks and modder-support. That said, since modders and volunteers are still making updates, there tend to be patches every 1-2 weeks on average. ...raw between the entity and the targets of all its systems are now faded in alpha as it iterates from first to last in the prioritized list. Also, the FRD ta
    113 KB (17,931 words) - 02:03, 12 May 2024
  • * Fixed an issue with the X1_D18_QuadPuzzle room which was making it auto clear half of the time. * Clarified the Alpha mech description.
    47 KB (7,365 words) - 20:22, 26 January 2024
  • * Added in the names of our Alpha testers and other players who have contributed more than 3 bugs/ideas that ...s over non-wall obstructions (so things like trees). The lack of this was making the bonus level Hot Air, Deep Woods impossible.
    78 KB (13,097 words) - 17:26, 2 February 2015

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