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  • * The game now has a different icon for buildings with "nothing to do" that is separate from "intentionally disabled." That way you can see the * Changed the pollution concept so that scrubbing is now applied after pollution generation.
    208 KB (34,773 words) - 19:15, 5 June 2015
  • * Buff the Dark Spire spawn rate, it's been underwhelming so far. ** This will seed Warden Fleet Bases but doesn't really do anything with them yet. WIP.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...sters, Neinzul Privacy Clusters, and Neinzul Nests will now generate mixed waves of their respective youngling types, rather than each squadron being homoge * The AI will no longer send homogenous waves of Zenith Paralyzers.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...des a much more natural difficulty progression, so that players won't feel so lost when starting their first real post-tutorial campaign without the hand ** It covers getting surprised by the enemy, and instructing the player to pause to have time to react.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...ger spherical. Instead, they are more of an oval, and they're ringed by a large and scary-looking human-made piece of machinery that nobody can attack. * Fix a problem in the Save Game menu where we weren't using columns, so you could only see 4 save games at a time
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...oom was found to be lacking in a lot of ways. We've come up with a way to get the glowy look simply by using HDR emissive colors that give the illusion o ...something we took care of while on a different main mission for the game, so to speak.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * Fix a bug where the game was playing "Wave targeting homeworld" lines for waves targeting Critical (but not homeworld) planets * As the player or other minor factions get too powerful, the AI will begin to spawn Extragalactic War Units, very powe
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...map types they can appear on based on the terrain types. So you no longer get really strange natural wonders showing up on Mars and Europa, in other word ...ou zoom out a certain distance, the territory borders now get really thick so that you can see them easily. The graphics for that are still in progress,
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...time, for the final release notes they needed to be cut down and edited. So here is the original, and the cut-down version is here: ...e way you want to organize things, you can set it up that way. We may not do much with this for a while, but it's a huge returning tool.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...r Early Access! There was a lot of polish and bugfixing that we wanted to get done in those first few months, and we also got some new content in place a ** Dark Spire spawns now require more energy; so they will take longer to appear but are more intimidating when they happen
    105 KB (17,355 words) - 23:34, 5 March 2019
  • * A focus on deep strategy that you don't get in most RTS games. * [[AI War:Starting Out|I'm Just Starting Out -- What Should I Do?]]
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ** We may switch to using some other similar system if we think we can get it to look as good, but for now this is the best-performing and by far best ...using the systems of other people and then expanding (greatly) upon that, so consqeuently we are able to make this open source and something that player
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...ehavior. Some types are so defense-oriented they don't even launch regular waves, while others are extremely offense-oriented. The type you're up against ca ...benefit it the most. For example, a Turtle/Mad Bomber will both send large waves and have heavy defenses on all planets.
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ...xceeded 180mm now has a split set of bonuses. If the target has no shields do an extra 50% damage. If the target armor is below 80mm does triple damage. * Any related units to a notification on the top bar of the screen now get extra frequent syncs from the host to the client in multiplayer.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • =='''How Do I Know What Difficulty Level To Play On?'''== ...iculty 1 or 2, which will be extremely easy and will give you more time to get used to the game.
    40 KB (7,197 words) - 01:47, 5 October 2016
  • <big>'''How Do I Minimize Micromanagement?'''</big> ==First, What Do We Really Mean By "No Painful Micromanagement?"==
    36 KB (6,383 words) - 10:23, 22 February 2015
  • -The resource cap has now been doubled, so that players can now store 600,000 metal and crystal instead of the previou ...repetitive opening-game actions that players always take, and lets players get right to the actual real game much more quickly.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...e, see [[AI War:Why Do Enemy Waves Get So Large?|Why Do Enemy Waves Get So Large?]] 1. Higher AI Progress leads to larger waves, pretty linearly.
    7 KB (978 words) - 13:46, 1 February 2015
  • We were nearing the point where we were ready for Early Access, and so we started focusing on polish and bugfixing. Also improving a lot of the i This also marked the start of the press preview period, so hopefully those folks bore with us on the rough edges they got caught on in
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ...count as the same). Each player profile has a separate high scores list, so changing the profile also changes the high scores list. ...tion message for gifting ships between players has been updated to reflect why ships can sometimes not be gifted.
    47 KB (7,691 words) - 11:53, 16 September 2017

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