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  • 28 bytes (5 words) - 15:35, 24 April 2015
  • 315 bytes (57 words) - 13:20, 16 July 2019
  • ...ways to improve the effectiveness of your ships and structures. Available techs can be accessed from the Tech sidebar. *The advantage of upgrading techs is increasing the mark (MK) level of your units: i.e., your ships, turrets,
    3 KB (572 words) - 12:20, 4 May 2022

Page text matches

  • ...he computer adviser screen where it was still referring to the UNI science techs. === Balance From Personally-Held Ship Mult Techs ===
    349 KB (57,816 words) - 12:25, 31 January 2015
  • * All the various techs and buildings that previously caused either "floors" to be set on RCI value * You only gain 1/6th as much influence from gifting techs to races, now.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...doesn't actually reduce the total science costs of all marks, but make the techs competitive with direct upgrade, even for low-middle AIP games. ...ergy gain per mark from 240k to 180k. It's however cheaper to mark up with techs.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...r the lone wolf ones (just the Spire Frigates) and citadels no longer have techs associated with them to upgrade them. ...hips that get this sort of upgrade now show that after where it shows what techs benefit them.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * Tech tree techs no longer unlock based on the current turn number. Instead they are based ...ds that reference technologies from later acts. You wind up getting those techs for free, and in act 1, which is pretty awesome.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • * The initial techs have been added, and applied to ships and turrets and whatnot. ...at best, a first pass for now. However, there are are present 14 distinct techs that you can upgrade that are more ship-abilities-focused, and which are ge
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ==== Techs ==== ...nd as noted above, scaled to be fair for each Mark appropriately. The hull techs are priced as if units are upgrading to Mark 6 and 7.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • *** If someone hasn't unlocked any techs yet. ==== Ship Counts And Lists Relating To Techs And Science ====
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...oard. Players seem to have too much science in the late game, so the later techs should be more expensive to mitigate this. Expect these numbers to change * Allied ships that are upgraded by your techs are now included in the tech upgrade preview lists.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...to Eternaly_Lost for suggestions that led to making more attractive early techs. ...better job of differentiating between like-to-have techs and need-to-have techs.
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ** Outguard units now inherit techs properly. *** That's actually the same reason the Hull Techs cost the same - they're priced for a unit going from MK5 to MK6, then to MK
    179 KB (30,218 words) - 23:28, 1 January 2020
  • * The tech costs for all techs have been adjusted upwards substantially (ranging from 3x to 4x). Essentia ...ous issues when paused, including the tech tree not showing newly-unlocked techs, and the new lair ranges not updating until the game was unpaused.
    63 KB (10,632 words) - 10:14, 5 April 2024
  • ...ways to improve the effectiveness of your ships and structures. Available techs can be accessed from the Tech sidebar. *The advantage of upgrading techs is increasing the mark (MK) level of your units: i.e., your ships, turrets,
    3 KB (572 words) - 12:20, 4 May 2022
  • * Fixed a bug in version 3.003 that was causing known techs from races to not be loaded back in properly. * Fixed a bug where the armada cap techs were not sorted according to number (putting IX between IV and V, since tha
    34 KB (5,632 words) - 20:40, 14 November 2017
  • ...imply using the xml order, which was problematic for anyone modding in new techs. And now that we read these into the game in parallel, they were in effect ...great detail, just like it does on the tech upgrade screen for non-direct techs. This way you have so much more information about what the benefit of an a
    293 KB (50,070 words) - 11:33, 14 October 2020
  • Armada strength is improved by the Space Power techs, higher Mark level ship techs, and the God Mote ultimate tech, with bonuses applied multiplicatively. Mar ...cumulative bonus of 11.232x). [[Peltians]] have access to a further three techs with a 5x bonus each, for a further cumulative bonus of up to 125x (giving
    7 KB (1,058 words) - 17:20, 13 September 2015
  • * When you start the game and it requires techs from a later act to be unlocked in order for you to get a specific building * Fixed a bug in recent versions where all of the techs in the tree were showing as fully lit up if their act was unlocked, rather
    59 KB (9,843 words) - 15:39, 19 November 2015
  • * Move the District Upgrade Techs to the top of the tech menu to correctly reflect their importance for the p * Make Dyson Sidekick techs a bit more expensive
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * AI Tech: [[AI War:AI Techs|At What AI Progress Does The AI Tech Level Increase?]] * AI Tech: [[AI War:AI Techs#Tech Display By AI Progress|What Does The Roman Numeral In Parentheses Next
    27 KB (4,189 words) - 11:36, 9 August 2021
  • * There's no longer a power boost from researching techs that grant power-using units. * Now techs that let you build power-consuming units give a permanent boost to your pow
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ==Techs==
    903 bytes (130 words) - 02:20, 9 February 2021
  • ==Techs==
    2 KB (214 words) - 16:05, 8 February 2021
  • ==Techs==
    543 bytes (75 words) - 16:03, 8 February 2021
  • ==Techs==
    928 bytes (103 words) - 18:23, 8 February 2021
  • ==Techs==
    1 KB (139 words) - 16:00, 19 November 2020
  • ==Techs==
    1 KB (128 words) - 13:20, 13 November 2020
  • ==Techs==
    1 KB (120 words) - 03:35, 9 February 2021
  • ==Techs==
    826 bytes (98 words) - 16:11, 8 February 2021
  • ==Techs==
    925 bytes (105 words) - 17:23, 8 February 2021
  • ==Techs==
    466 bytes (64 words) - 02:47, 9 February 2021
  • ==Techs==
    730 bytes (85 words) - 16:02, 8 February 2021
  • ==Techs==
    750 bytes (106 words) - 02:41, 9 February 2021
  • ==Techs==
    1 KB (124 words) - 17:36, 18 November 2020
  • ==Techs==
    368 bytes (50 words) - 16:04, 8 February 2021
  • * Fix a UI annoyance where the Techs That Upgrade This Ship were sometimes listed Weapon First and sometimes Hul ...so affected some things on achievements, science_cost_per_time_unlocked on techs, tags on ships, tech_upgrades_that_benefit_me, build_sidebar_categories_i_a
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ==Techs==
    567 bytes (78 words) - 02:07, 9 February 2021
  • ==Techs==
    474 bytes (65 words) - 17:11, 8 February 2021
  • ==Techs==
    602 bytes (84 words) - 01:57, 9 February 2021
  • ==Techs==
    471 bytes (63 words) - 02:03, 9 February 2021
  • ==Techs==
    978 bytes (100 words) - 16:15, 8 February 2021
  • ==Techs==
    1,016 bytes (123 words) - 13:14, 13 November 2020
  • ==Techs==
    983 bytes (151 words) - 03:03, 9 February 2021
  • ==Techs==
    1 KB (142 words) - 22:15, 15 March 2020
  • ==Techs==
    797 bytes (93 words) - 19:44, 21 March 2020
  • ==Techs==
    1 KB (142 words) - 03:37, 9 February 2021
  • ...get upgraded by the Heavy tech type. But they still remain without weapon techs (you have to use fleet upgrades to get them the rest of the way). * Previously, the tech menu only showed techs that would actually benefit a ship you have at present, or which you could
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ==Techs==
    563 bytes (54 words) - 19:05, 8 November 2020
  • ==Techs==
    941 bytes (108 words) - 19:08, 8 November 2020
  • ==Techs==
    761 bytes (81 words) - 19:16, 18 November 2020
  • ==Techs==
    796 bytes (111 words) - 03:29, 9 February 2021
  • ==Techs==
    2 KB (201 words) - 23:13, 23 April 2022
  • ==Techs==
    2 KB (198 words) - 23:47, 23 April 2022
  • ==Techs==
    1 KB (189 words) - 12:18, 4 May 2022
  • ==Techs==
    2 KB (232 words) - 12:55, 4 May 2022
  • *[[AI_War_2:_Techs|Techs]] *[[AI War 2: Granting Techs|Granting Techs]]
    4 KB (657 words) - 10:51, 26 June 2023
  • ...em experience a bit more per game. Plus, for some of the really expensive techs (like Fortresses), this provides an easier way to get access to those witho
    14 KB (2,434 words) - 13:39, 1 February 2015
  • -The knowledge costs of the defensive techs have been reduced quite significantly in most cases. -The costs of the engineer techs has been reduced somewhat.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • * The bomber starship techs were showing up horizontally in the tech menu, and did not have proper know * Fixed bug where tech mouseover would incorrectly report available techs as already unlocked.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Previously, it was still possible to unlock command station techs in defender mode, even though you couldn't build them. Fixed. ...are essentially logistical tools that people would find to be must-unlock techs (like the transports and rally posts had turned out to be -- we learned our
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...the MkII and MkIII versions by researching the MkII and MkIII Laser Turret techs, respectively. Having those extra laser turrets around is also not a bad t ...d MkIII versions by researching the MkI, MkII, and MkIII heavy beam cannon techs, respectively. The MkIV version cannot be unlocked until later.
    30 KB (5,095 words) - 15:36, 22 December 2016
  • ** ark_upgrade_point_cost can be defined on techs, and that then requires a certain amount of StoredArkUpgradePoints on the f ** destruction_point_cost can also be defined on techs, and then requires a certain amount of StoredDestructionPoints on the facti
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...d bonus to shields for the acid debuff (to be consistent with the reworked techs) ...ck of a base game Ambush Frigate, and ambush is generally among the weaker techs at the moment. The Assassin has the base stats of the Apparation (including
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ** Any techs that were granted by hacking a ship. ...itive-style tech costs in MP, to make it so that it was more costly to use techs, but that would probably just encourage even more specialization.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...rent things unlock, such as Reconquest waves and Hunter waves. The AI also techs up it's units at certain AIP thresholds, which means its waves, Wardens, Hu *At certain AIP points, the AI "techs up" its units, so that the Warden Fleet, Hunter Fleet, and waves will be on
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...not as strategic of a game as the larger maps, but it's basically a "more techs, somewhat longer" version of the fast and furious 10 planet maps.
    4 KB (656 words) - 03:48, 16 August 2016
  • Knowledge lets you unlock new techs (ship types). You can capture 3,000 knowledge per planet. There is not on
    10 KB (1,822 words) - 19:49, 1 February 2015
  • It's a good idea to avoid unlocking too many turrets or defensive techs until you really need them. Although, some people find that mobile repair
    7 KB (1,177 words) - 14:12, 1 February 2015
  • -The cost of all the lightning turret techs have been reduced by 1500 each.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...are essentially logistical tools that people would find to be must-unlock techs (like the transports and rally posts had turned out to be—we learned our
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...ats on laser drones instead of... laser turrets. Similar for other turret techs that also unlock drones.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...nlock interface when you open it in certain circumstances and there are no techs left to unlock.
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ...ats on laser drones instead of... laser turrets. Similar for other turret techs that also unlock drones.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...mmer the standard econ sources (particularly since this may just mean econ techs become less always-taken, which would be great). So just let us know how t
    177 KB (28,387 words) - 17:36, 25 October 2018
  • *Strength for auto-resolve counts all techs, abilities, and allies in the battle vs the strength of all foes to determi
    4 KB (652 words) - 11:06, 20 September 2014
  • ..., our primary objective is to destroy the "Ravenous Shadow", as our sensor techs so eloquently put it, before it destroys all our basing facilities. As lon
    62 KB (10,032 words) - 05:06, 2 March 2015
  • ...to_start_with attribute, which allows testers/modders to specify a list of techs that all players will start with. Useful when testing a new fleet ship or w
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * There are now lines of techs for increasing Metal, Power, and Fuel production.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * Mark levels and techs as they were previously defined in the xml and code have been removed. The
    260 KB (44,014 words) - 13:36, 4 October 2018
  • Humans begin with only MkI units. Most of these units are upgraded by two techs, the first being their weapon type and the second their hull type. When a t
    1 KB (170 words) - 03:25, 20 December 2019
  • |Metal production increases with city mark level (but not any techs).
    23 KB (4,043 words) - 14:00, 6 April 2022
  • *Dramatic increase to science upgrades for all necromancer techs
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ** All techs are immediately upgraded to their highest levels.
    22 KB (3,787 words) - 12:13, 9 August 2022
  • ...ou generate an even-more-than-linear growth in production, and get all the techs.
    11 KB (1,958 words) - 10:39, 5 April 2024
  • ** Techs affecting the ship line are now, again, correctly shown for ships that are
    113 KB (17,863 words) - 22:44, 10 May 2024