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  • ==Mine== ...The self inflicted damage is the same as the damage dealt so the [[AI War:Mine|Mines]] can attack 16 times before being destroyed.<br/>Can be decloaked by
    3 KB (458 words) - 03:57, 14 August 2016
  • 35 bytes (5 words) - 20:26, 29 September 2017
  • 36 bytes (5 words) - 20:26, 29 September 2017
  • 26 bytes (4 words) - 03:58, 14 August 2016

Page text matches

  • ==Mine== ...The self inflicted damage is the same as the damage dealt so the [[AI War:Mine|Mines]] can attack 16 times before being destroyed.<br/>Can be decloaked by
    3 KB (458 words) - 03:57, 14 August 2016
  • ...down a bit. This is likely to impact saved games to some degree as maximum mine counts will be lower. ** Scaling file adjustment doubling all mine counts at mark 1 from XML counts is removed
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...rigate buffs. Increased base version speed to 1200 and increase aoe of its mine ...large group of ships or fleeing through a wormhole, as this will leave the mine behind.
    113 KB (18,449 words) - 16:11, 1 June 2021
  • by enemy mine/turret layers. Previously this was accomplished with engineers (once those -Colony Ships now have mine avoidance, are immune to sniper shots, and are immune to tractor beams. Th
    107 KB (17,661 words) - 11:54, 16 September 2017
  • -When mine layers rebuild mines, it no longer makes the mine placement sound. -Mine Layers now have 4x as much health as before, so hopefully they will not die
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...Bots could trigger their on-hit abilities on themselves when stepping on a mine. * The tooltip for the mission sidebar's Deploy Mine ability now lists the attack power of the mines themselves.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • |'''Mine Enthusiast''' ...ne|Mines]], [[AI War:Mine#Area Mine|Area Mines]], and/or [[AI War:Mine#EMP Mine|EMP Mines]]
    24 KB (3,558 words) - 16:52, 18 May 2019
  • * Tweaked Repulsive Hornet Mine description since it doesn't do friendly damage any more. ...y ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.
    63 KB (10,263 words) - 17:36, 25 October 2018
  • * Increased the count of Mine types from 1 minimum, 2 maximum, to 2 minimum, 3 maximum in "Minelayer" Fle * Area Mine damage 20,000 -> 2,000, hits maximum of 10 targets instead of spreading amo
    287 KB (48,412 words) - 12:06, 3 July 2019
  • -Turret and mine remains, as well as mines themselves, are now blind so as not to provide in ...are auto-created by command stations has been improved so that if any non-mine military units of the enemy are present, it will not auto-create them.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • * The mine graphic in the prior version looks cool but was a bit hard to see against d ** They also now cost twice as much energy per mine, though, so you can't just spam them.
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...t so that there is a zero percent chance of them ever setting off an enemy mine. '''Q:''' My ships don't auto-target enemy mine remains, so to clear them I have to click each remain individually. This is
    4 KB (725 words) - 02:55, 14 August 2016
  • ...rticularly useful for stalling out large incoming vesseles that don't have mine avoidance. ...out groups of ships, but they are also useful for hitting ships that have Mine Avoidance -- those ships can still get caught in the blasts of area mines t
    28 KB (4,560 words) - 19:50, 1 February 2015
  • ...rticularly useful for stalling out large incoming vesseles that don't have mine avoidance. ...out groups of ships, but they are also useful for hitting ships that have Mine Avoidance -- those ships can still get caught in the blasts of area mines t
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ...to activate other bots (BEWARE bosses have ~5 tiles yell range); beware of mine; floor damage near un-activated bots '''Mine Damage = MineLvL * ( 50 + 10 * TrapSkill)'''
    14 KB (2,264 words) - 05:33, 12 January 2019
  • ** Metal harvesters / asteroid mine and powerplanets now have priority 150, since that's economically a very fa ** Metal-rich asteroid with attached mine and refinery. Low stakes to defend, as they can be rebuilt quickly and che
    646 KB (109,259 words) - 11:44, 22 September 2021
  • -Mine Layers are now a part of the Mobile Builders quick button list. -Mine Layers were not covering their entire planet in Free Roaming Defender mode.
    22 KB (3,797 words) - 13:38, 1 February 2015
  • ...will prevent AI electric shuttles from messing up player minefields with a mine layer present. ...sses, tractor beam turrets, counter-turrets, lightning turrets, engineers, mine layers, mobile builders, cruisers, all of the docks and constructors, scien
    48 KB (8,166 words) - 13:40, 1 February 2015
  • * Since the recent mine rebalance it's become apparent that the EMPs were made a bit too strong, an **** Note that the build time for all 3 mine types is still 90 seconds.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...th each other (otherwise it resulted in mines placed such that every other mine was not actually placed). ...re EMP mines would not actually EMP the target that actually triggered the mine detonation (it worked fine on other ships around the triggering ship, so ge
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * There is now a Mine building, which is what used to be the regular mine. ...now a new Fishing Wharf building, which was previously the advanced ocean mine.
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ==Why Does The AI Progress Go Up When The AI Destroys Key Structures Of Mine?==
    7 KB (1,278 words) - 13:44, 1 February 2015
  • -Engineers, Mine Layers, and Mobile Builders now have mine avoidance. -Engineers are now able to remove enemy mine remains in an automated fashion.
    5 KB (872 words) - 11:50, 16 September 2017
  • -Engineers and Mine Layers would previously stop to perform other duties when given a wormhole ...s exhausted until fully constructed, for suggesting the change to engineer mine remain cleaning, for suggesting the total count in the control group icon t
    16 KB (2,780 words) - 11:51, 16 September 2017
  • * Fixed bug where neinzul clusters were only checking for non-mine military enemy units to see if they should spawn their internal squadrons. ** Obviously, the tachyon range, and the mine immunity that they've always had.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ** Obviously, the tachyon range, and the mine immunity that they've always had. ** If Mines are disabled, so is the Mine Enthusist.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...as from the [[AI War:EMP|EMP Warhead]] and [[AI War:Widow Minefield|Widow Mine]]. Does not affect Paralysis Effects. ...hips with this immunity. However, if a ship nearby triggers an Area or EMP mine, this ship can still be affected unless they have an the Area Damage or EMP
    8 KB (1,287 words) - 12:39, 4 November 2018
  • ...et, and it is a non-AI planet and there's at least one enemy military (non-mine) unit, and another carrier has not deployed in the last few seconds, it aut **** Note that the build time for all 3 mine types is still 90 seconds.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...st how much would be mined for the player and for the client race, for the Mine Uncolonized Moon dispatch. * Added a new friendly dispatch action: Mine Uncolonized Moon:
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ** Fragmenting Minefield and Frag Mine ...ose periods. It would be really nice not to have those, for your sake and mine, so hence it being very desirable to use this central thing.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...ine?|Why Does The AI Progress Go Up When The AI Destroys Key Structures Of Mine?]]
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...fusing with the addition of free-roaming defender mode. Now engineers and mine layers will only cover the whole planet if they are put in free-roaming def
    16 KB (2,661 words) - 13:39, 1 February 2015
  • ...build if the player would be over ship cap. It's a bit of an advantage to mine-loving players who upgrade older savegames; the mines can simply be scrappe * Engineers (including mine layers and cleanup drones) no longer have teleportation. However, they do
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...ep enemy ships from travelling faster than them ([[AI War:Widow Mine|Widow Mine]]s, [[AI War:Tractor Beam Turret|Tractor Beam Turret]]s, [[AI War:Zenith Pa
    2 KB (366 words) - 13:38, 1 October 2017
  • ! Ship-type !!EMP !!EngD !!FFs !!Grav !!Mine !!Para !!Trac !!AMB !!Area !!Dark !!mElc !!FusC !!Lasr*!!Miss !!Shel !!Sni ! Ship-typesssss !!EMP !!EngD !!FFs !!Grav !!Mine !!Para !!Trac !!AMB !!Area !!Dark !!mElc !!FusC !!Lasr*!!Miss !!Shel !!Sni
    5 KB (641 words) - 20:13, 25 July 2012
  • * Fixed a bug with the bomb and mine spells where they could deal inconsistent damage to enemies based on hittin * The hit sound effects of the bomb and mine spells have been improved.
    304 KB (51,505 words) - 19:51, 1 February 2015
  • * Previously, in O'Reilly's Mine you could get trapped behind the purple gates. Fixed so that now when you * O'Reilly's Mine now has music.
    78 KB (13,097 words) - 17:26, 2 February 2015
  • *** Mine uncolonized moon (for another player). * Previously, all races were able to mine resources at the same rate, with the only differences coming from how many
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...longer or shorter than its range implies. Only current usage is making the mine's self destruct "system" shots not go anywhere, via mult=0
    40 KB (6,698 words) - 12:54, 5 January 2018
  • ...out groups of ships, but they are also useful for hitting ships that have Mine Avoidance -- those ships can still get caught in the blasts of area minefie ...articularly useful for stalling out large incoming vessels that don't have mine avoidance or paralysis-immunity.
    3 KB (448 words) - 14:05, 29 November 2016
  • * Slotted the Laser Mine into the new proper sidebar build category. (More System Defenders) ...hboring enemies. But... well, please do meet the neighbors if you want to mine the planet for science and hacking points!
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...elping with things like targeting intelligence, which was a big project of mine, and Badger did help with some things like that. That mindset of mine worked really well for a lot of years as we had a creatively-diverse team w
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...lanet. If just one planet is being hit repeatedly, you might want to build mine layers to automatically do your rebuilding for you. Be careful with where y
    4 KB (726 words) - 14:14, 1 February 2015
  • * '''Mine Enthusiast'''
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ...build if the player would be over ship cap. It's a bit of an advantage to mine-loving players who upgrade older savegames; the mines can simply be scrappe
    151 KB (24,808 words) - 19:48, 1 February 2015
  • * Engineers (including mine layers and cleanup drones) no longer have teleportation. However, they do
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ..."100%" in the game, that creates a problem: your 100% might be better than mine. Skelebots that strike you might do 3% of your max health, while they do 5
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...(including_Tractor_Beams_and_Gravity_Effects)|Tractor Beams]] and [[AI War:Mine|Mines]].
    28 KB (4,216 words) - 11:40, 4 February 2017
  • * '''Mine Enthusiast'''
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...side the forcefield forming an arc. Placing [[AI War:Widow Minefield|Widow Mine]]s there will make an appropriate stop-gap.
    3 KB (415 words) - 14:13, 1 October 2017

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