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  • ...e if you selected things on one planet and then selected things on another planet, the selection was always additive. This had a tendency to cause people to * Added a glowing blue atmosphere effect to the AI planet on the main menu. This wasn't exactly on the top of our todo list, but it
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...LOD2 of this that adds crazy efficiency if there are a lot of Arks on one planet. * Changed the "abandon planet" logic of AI guards that are massively outmatched to instead use the "hunke
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...posts being made optional comes to mind, and many turret caps becoming per-planet), but this account has to stop somewhere. Oh, and let's not forget the eng * The fabricator filter now omits the "Core " prefixes and " Mark V" suffixes, since they're redundant info and make the strings pretty long.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...the max health of any enemy unit that gets killed by a player faction on a planet where that same faction has a ship with special_entity_type=Ark" on it. ...e to say which Telium a Spore is from, and how many Spores are needed on a planet to make a new Telia.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * If there is a significant mismatch between how many stacks are on a planet (for example, 1 squad of > 100 stacks and a bunch of squads with 0 stacks) ...a squad they can kill at once (so high mark ion cannons don't one shot 100 mark 1 units in a stack). The default is to allow whatever overkilling happens
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ** Now there are science and hacking amounts per planet, and those are now 2000 and 30. Same as before, but more directly set now. ...nd now anything that is Planetary simply can't cross away from the current planet.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...uced a bug where "adjacent to enemy warp gates" was actually meaning "on a planet with an enemy warp gate." *** My Ships On This Planet (empty if you have no scout intel)
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...ense a weakness. Threat is provoked typically by AI defenders who escape a planet after you attack it, or the remainder of defeated waves. If Thread doesn't ...but as the AIP becomes higher, they will spawn farther away and on higher mark planets. Instigator bases have a variety of nasty effects, ranging from inc
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...the probe was followed by a giant Zenith Miner who proceeded to devour the planet. And now it seems like everywhere you look there are new Zenith menaces com ...In the Game Lobby, you can now influence how the initial AI owners of each planet are selected.
    113 KB (18,449 words) - 16:11, 1 June 2021
  • * When a crippled flagship retreats to a planet with FRD engineers, engineers are now able to prioritize repairing it over ...FindStrongestEnemyPlanetOrNull() that lets us look for the strongest enemy planet for a faction.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * The Usurper now has visuals for it (all five marks, although only one mark is actually used in the game right now). * Fixed the stealth starships having no graphics on them past mark 1.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...the galaxy for fun and profit" by going for a mark 7 city, well above the mark 5 level that is needed for the alternative victory condition. At this poin ...rd force fending that off. Unless you want to just build your city on the planet where you found the relic, in which case go ahead. Once a spire city has b
    23 KB (4,043 words) - 14:00, 6 April 2022
  • ...combat benefit of the line itself. Expatriate tech options still start at Mark 2. *Spectral and Vengeful Wights now require a Mark 2+ Necropolis to be enabled
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...r against the machines -- and lost. AI death squads stand watch over every planet and every wormhole, the few remaining human settlements are held captive in ...e also Fabricators around the galaxy that allow the human players to build Mark I Bomber Starships.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • * '''Spire Stealth Battleship''' (Mark I-V) * '''Spire Teleporting Leech''' (Mark I-V)
    27 KB (4,399 words) - 09:07, 23 October 2018
  • * '''Spire Stealth Battleship''' (Mark I-V) * '''Spire Teleporting Leech''' (Mark I-V)
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...e also Fabricators around the galaxy that allow the human players to build Mark I Bomber Starships. ...40/80% (by mark level) for each new reactor of this type built on the same planet.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • -All of the command stations except for the AI home planet command station now have new, larger graphics and icons. This includes the ...suring that too many bad things or good things are not bunched on the same planet—issues that were never a problem before, but would have become a problem
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...ver many planets they don't control, and the number of ships added to each planet scales upward based on the AI Progress. ...s attacked, they might together put as many as 4x reinforcements into that planet in a single pair of cycles (which might be staggered, or might come nearly
    16 KB (2,944 words) - 15:36, 24 April 2015
  • ** Fimbulwintering a planet requires a local flagship ** Nadir Bases now mark up over time, and spawn stronger ships as they mark up
    113 KB (17,931 words) - 02:03, 12 May 2024

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