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  • ...sly formed from ships that have a significant threat-fleet population, the carrier (and anything it spawns) is also considered threat-fleet. * Combat Guardians rebalance:
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * Updated the Spider Guardian description to reflect that it doesn't fire sniper shots anymore (so scout ...point is still the speed and the cloaking, but more up to date in terms of combat stats.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...o they're not so much less a threat when not-yet-deployed (previously high-carrier waves tended to be like several waves in series, which is much easier than ...ild. These are based on unlocked turret technology and provide more of a "carrier with fighters" feel.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...rship now cross-selects according to its tier (basic combat ship, advanced combat ship, or command ship) rather than according to its splinter faction race. * Fixed a bug where MkV Neinzul Combat Carriers were getting both MkIV and MkV drones, instead of just MkV.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * Fix a bug where Combat Engineers weren't properly assisting in battles * Stealth Guardian engine 18 -> 9.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • *** Combat And Planets * The message that starts out like "To properly be stored, the value of each combat space coordinate must be between -262,143 and +262,143 but the coordinates"
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...every 100 AIP thereafter (so 50/150/250/etc) it will unlock an additional guardian type. ...tion can't already have its cap of guardians. If the AI is unable to add a guardian, it does not get any recompense.
    10 KB (1,457 words) - 12:01, 21 August 2016
  • * Templar can build Guardian Boosters, to make their guardian fleets stronger *Combat Engineer (the one on mobile factories) and Igor are no longer tagged as 'co
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ** Carrier guardian substantial updates to be less dark (but still dark). Cubemaps now, etc. ** Dire hunter guardian much brighter and fancier.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...h in" fleet ships for guardians to bring them up to a roughly 1:1 ratio of guardian strength to fleet ship strength. ...o the AI in its strength computations, while its main contribution to your combat ability remains similar.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * Vampire Guardian, Fortified Tesla Guardian, EngineGx 13 -> 7. * Nucleophilic Guardian EngineGx 12 -> 7.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • *Tesla Guardian and variants (including Dire) now have shield harmonics so they can actuall ...llen allies at the expense of its own health but can regenerate outside of combat. Has a planetary ranged attack designed to destroy freshly arrived ships.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • *Gravity guardian has 0.5 slow at all marks. *** To combat this, alongside the other fixes we put in for shots to work better with "De
    563 KB (96,029 words) - 12:31, 14 April 2021
  • *** Combat Engineers And Factory **** A decent number of combat engineers that can go anywhere you please, enemy planets or otherwise -- pl
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...against forcefields. Or 40 million against forcefields on normal or blitz combat style. An AI forcefield mkI has 52 million hitpoints. So we'll boost the ...ians now have zero extra armor and zero extra health compared to the basic guardian template. Their attack is now 10k * shiplevel rather than just a token shi
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...eally boring and sitting around because they would think that they were in combat with Cloaked units ...at you can recognize to see what KIND of turret or corvette or starship or guardian or whatever they are.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Nearly every combat ship in the game has been rebalanced. These things drift with time, and wi ...and release the memory used for them in a timely fashion when no longer in combat.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * Rework the logic for the "Ships are in combat" and "Major attack detected" voice effects so as to not spam the player wit * Fixed a bug where the Carrier, Stealth, and Sniper starships started with a cap of 2 instead of 1.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * Fixed a bug where Tachyon Guardian MkIs were being seeded on all AI home and core worlds instead of MkVs. ...-move, and free roaming defender mode, most notably, as well as a few more combat situations to actually make use of those ships that the players built.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Fixed the shield starships using the laser guardian graphics. ** Dire Implosion Guardian
    123 KB (20,999 words) - 17:37, 25 October 2018

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