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  • * Added another new galaxy map view: AI Sentinel Alert Levels * Fixed a bug dating back to changes on October 9th, when the new AI sentinel readiness code was put in place.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...ots. Also includes an onboard advanced warp sensor and a [[AI War:Tachyon|Tachyon]] coverage. ...tility functions to the player fleet: sniping, armour penetration, limited tachyon detection, and Insta-kill immunity. While none of these are essential, life
    2 KB (241 words) - 03:55, 21 August 2016
  • * Tachyon Sentinel mass up to 4, from 0.3. * Tractor, Gravity and Tachyon defense structures have had major cost increases and much lower self buildi
    50 KB (8,414 words) - 11:12, 15 October 2018
  • The Mark IV version is immune to Tachyon Beams. Note that because the Mark IV scout is immune to tachyon beams, it can never be directly targeted by the AI forces. It can only be h
    1 KB (203 words) - 13:51, 29 October 2018
  • * Fixed AI Tachyon Sentinels being unable to actually decloak anything except Aggressors. ** Tachyon arrays: 6.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • -Sentinel Frigate rebalance: towards usefulness to the player and somewhat less to th ...starship, have all been doubled to counter the effects of the much-larger tachyon beams that are now on planets.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ** Also helps some on tachyon planning, tractor planning, and metal flow planning. But again, the help h ...UI, but it was misordering all their various other systems like cloakers, tachyon or tractor beams, etc.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • - Sentinel Frigate energy cost from 10000 to 1000 (Scout starships and Light starships - Sentinel Frigates now have tachyon beams, range 1000 * ship level
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ** The ability for factions to at times cause a tachyon burst to deal with certain cloaked defender situations. *** Sentinel command at this planet is unaware of any credible threat to itself within t
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...r/>These massively-armored guard posts have practically no guns, but stand sentinel over wormholes that the AI controls. They are destroyed when the command st ...st|Tachyon Guard Post]]<br/>In addition to its weaponry, mounts a powerful tachyon emitter for uncovering cloaked enemies.
    15 KB (2,291 words) - 05:52, 10 July 2016
  • * Removed tachyon beams from astro trains (except the Tachyon Train, which still has planetary coverage). ** And a Mime will no longer throw back Tachyon warheads.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * Also fixed the same darn issue in gravity planning and tachyon planning. ...n sustain the cloak with the current incoming tachyon radiation, and if no tachyon rays are incoming how long it takes until the ship replenishes its cloaking
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ** Dreng have a base albedo of 0.8, however this breaks tachyon when it gains cloaking with the Spirited version. So now both the DZ Spirit ...he planet is Tachyon Blasted. When an entity is only remains, it loses the Tachyon Blast decloaking debuff.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...tinel.png|50px|left|]] || valign="top" | [[AI War:Tachyon Sentinel|Tachyon Sentinel]]<br/>Watches a wormhole and reveals scouts and stealth invaders.
    5 KB (680 words) - 11:53, 17 August 2016
  • ...ent version of AI War, Tachyon Guardians are now [[AI War:Tachyon Sentinel|Tachyon Sentinels]], who are much weaker and easier to deal with.
    785 bytes (115 words) - 11:11, 26 October 2018
  • * Sentinel Gunboat tachyon range 1,700 -> 3,200. * Ranger tachyon range 3,200 -> 5,000.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • * '''Sentinel Frigates''' (I-IV and Core variants) ...e of this unit, the penalty is steep enough that it is wise only to have 2 sentinel frigates per planet. These aren't hugely useful on offense in most cases,
    30 KB (4,946 words) - 14:07, 8 March 2015
  • * Buffed the speed of the Hydral Golem and Sentinel, and the shot speed of the Missile Outpost to make the hydral tech missions *** If Destroyed: Fully heals your hull health and shields via neutrino tachyon awesome-beams.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * '''Tachyon Warhead Mark III''' +3 AI Progress If Killed * '''AI Core Sentinel Guard Post''' +2 AI Progress If Killed
    15 KB (2,573 words) - 15:05, 24 April 2015
  • * fix to tachyon beams not being disabled by perf setting. * Reduced tachyon for guard posts.
    113 KB (17,863 words) - 22:44, 10 May 2024

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