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  • =='''Why Do The Enemy Waves Get So Large So Fast?'''== ...really huge incoming waves way faster than before. Is there anything I can do to prevent this?
    8 KB (1,187 words) - 14:12, 1 February 2015

Page text matches

  • ...ding and so on be as bug-free and compatible as we wanted for the future. So this was supposed to be a digression that would take a week or two at most, * Fix a bug where templar assault waves weren't being sent. This was leaving the necromancer starved of resources.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...//store.steampowered.com/news/app/573410/view/3017950497116448442 here] to get you up to speed. * In the Esc Menu, details about each AI's waves are no longer visible unless you hold down CTL.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...ing the feeling that it is spiraling out of control is not. We had slowed so many aspects of the solar map down already in order to avoid that feeling e ** Enemy of my enemy.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...was undertaken. That aimed to restructure the code of the game to really get rid of a TON of annoying things and things that slowed down the simulation ..._Badger_Era#The_Badger_And_Puffin_Legacy|retired like Puffin before him]], so for a while it seemed like it was a one-person show again (me, Chris) on bu
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * Tons of additions to make the game more accessible and easier to get into for new players! ...king we reduced the overall hitbox of the character's heights in general. So that meant that the ducking was suddenly incredibly more effective than it
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...ign now explicitly have zero energy use because of ongoing bugs where they get created as non-minor-faction units (bugs which will be fixed but probably n ...high had the correct size, normal waves were 1/2 the correct size, and low waves were 1/4 the correct size.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...mpion-only players can immediately spawn rather than waiting 20 seconds or so to build up the initial charge. ...ged the positioning of the list of available modules for the selected slot so that it's always the same horizontal distance from the right edge of the wi
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...the alpha was in a stable enough status that we did get some questions of "why not just call it beta now?" ...g to Early Access in late 2018. (The Pivot, initially, and later FleetS). So that was going to be a giant "one man job."
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...lly implementing the new lobby and how a lot of that works, for instance. So a whole bunch of great things happened. ...ets-based paradigm. And figuring out a whole new way to do tutorials, and get those back in, was a big piece.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...ocus to account for really handling mods well, as well as adjusting to the large Paradigm Shift phase that came next. This phase did see a major UI overhau ...r methods in the same class for good measure. On MP clients, also made it so that it just ignores these errors, since they will be quickly corrected by
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...t of fun thinking-about-interesting-challenges you do during gameplay, and so on. ...that turned out to be a vastly longer proposition than first thought, and so we wound up splitting into another phase where we refine the fleets concept
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...lanced. These things drift with time, and with the recent introduction of so many ships in the last two expansions and AI War 4.0, a sweeping overhaul w ...on an inflated difficulty based on 3.x or 4.x, they should be prepared to get crushed.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • Once we had the first expansion under our belt, and the game was feeling large and solid at the equivalent of "first AI War plus four expansions," we were ...u could just edit and create a single one, but if you renamed it you would get a new one.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...e immediately switching back to boosting the dock as soon as it is able to do anything. ...king that sort of error in the future (and hopefully prevent us from doing so).
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...5.0. So that's certainly a good reason to have such huge patch notes and so many changes! ...only awaken when many ships die near their spawners, but once they really get going neither the AI nor player will find them easy to stop.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * MLRS Guardians (normal and Dire) hull type from medium => artillery, so that they don't counter their triangle counter (was fighters, is now bomber ...Guardian description to reflect that it doesn't fire sniper shots anymore (so scout starships aren't gonna help).
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...tarting battlestation layouts previously were not updated to reflect that. So now instead we are undoing that scaling tweak and going through adjusting l ** "I've never seen the AI so pathetic. I mean i assume there is an AI alive somewhere behind the wall of
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...ff that was added as part of the new Children of Neinzul micro-expansion. So here we go: ...asy or necessary, returning it to the proper role of "last ditch effort to get out of a hole". This was a really tedious activity since players were emba
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...uck spending real "wall-clock" time without much actual "game" happening. So salvage allows the AI to harvest the remains of your ships lost in its terr ...could improve champions) were so disconnected from the rest of the game. So we've added an optional alternate way to improve your Champion units that's
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...with. But inevitably, the more people we had playing it, the more things get brought to our attention to refine and make as smooth and fun as possible. ...ow multiplies that amount by the number of ships in the stack, maximum 20 (so 2% would lead to 40% in a stack of 20 or more).
    179 KB (30,218 words) - 23:28, 1 January 2020
  • * 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
  • =='''Why Do The Enemy Waves Get So Large So Fast?'''== ...really huge incoming waves way faster than before. Is there anything I can do to prevent this?
    8 KB (1,187 words) - 14:12, 1 February 2015
  • ==Why Does The Human Player Always Have The "Tempo?"== ...d reacting. It is this dynamic which keeps people playing, which explains why Chess and Starcraft are still going strong.
    10 KB (1,936 words) - 19:48, 1 February 2015
  • ...ality, the Golemite, uses any golems normally, but all may use them during waves if you activate the Hard Broken Golems variant (see below). All of the res ...s (and other big nasty things) of their own -- so you're highly advised to get some golems in order to survive.
    13 KB (2,356 words) - 10:42, 9 July 2016
  • <div style="text-align: center; font-size: x-large; padding: 1em;">WARNING: this article contains a lot of spoilers. ..."Playing" a FS game can feel a _lot_ harder in the early/mid game because so much of the challenge is shifted from the late-game into those earlier phas
    30 KB (5,095 words) - 15:36, 22 December 2016
  • Updated Player/Enemy/Ally Icons ...dent on whatever the existing game players choose to give them in order to get started. Players that are never given any ships can simply watch in a basi
    29 KB (4,906 words) - 13:40, 1 February 2015
  • ...respectively), to help rebalance the start of the game since the AI is now so much more fearsome at the start. This also helps to give players a faster ...e really expensive techs (like Fortresses), this provides an easier way to get access to those without players necessarily feeling like they are waiting t
    14 KB (2,434 words) - 13:39, 1 February 2015