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  • |[[File:AIWarEngineer.png|left|Engineer]] || valign="top" | Repairs damaged ships or can accelerate construction do ...ing the Engineer Mk III is not a prerequisite of building the Experimental Engineer if you can capture the [[Experimental Fabricator]] to build them.<br/>
    1 KB (157 words) - 17:19, 30 October 2018
  • {{AI War 2 Ship:Engineer}} *[[AI War 2:Combat Engineer|Combat Engineer]]: Identical to the normal version, but can travel through wormholes.
    194 bytes (26 words) - 10:51, 16 March 2020
  • {{AI War 2 Ship:Combat Engineer}}
    72 bytes (10 words) - 12:25, 14 March 2020

Page text matches

  • ...ch could tank your economy fast. This is something that was new as of the engineer rework a few months ago, probably, although it might predate that. Anyhow, ** This should be the final solution for a lot of beam weapons and engineer lines and hacking lines not appearing, or causing lots of performance heada
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...ew modules, allowing you to switch loadouts mid-mission without keeping an engineer team on the other side of the wormhole. **** When this is set to "On", all your engineer/rebuilder units in this control group will be set to Free-Roaming Defender.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...have the same ShipType as engineers. Requests to make triple-clicking an engineer not also select remains rebuilders are likely to be ignored ;) * When an engineer is repairing a ship, and it was not set to repair that ship explicitly by t
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * Previously it was possible for the automatic AI engineer retreat logic to place an undue load on the CPU, fixed to pace these calcul ...th the Controls window. Grief and career counseling is available to those engineer drones suffering existential angst as a result.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • * Previously it was possible for the automatic AI engineer retreat logic to place an undue load on the CPU, fixed to pace these calcul * The knowledge costs of engineer drones mark II and III have now been reduced by 1,000 each.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ** It now introduces the CTRLS screen, including rebuilders and engineer FRD automation. * Engineer drone health has been increased 10x, as has mobile builder health. Cleanup
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...ce docks or other constructors. This makes it possible for a free-roaming engineer to repair engineers attached to a dock. ...ist another engineer that was under construction if the under-construction engineer was already given a repair order. Fixed.
    18 KB (3,048 words) - 19:47, 1 February 2015
  • -Engineer division of labor is now much better -- engineers now prefer to repair/assi -The costs of the engineer techs has been reduced somewhat.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...y, the expense associated with the engineer is now reported as part of the engineer itself rather than as part of the constructor/building-unit in the Expenses ...Each command station you control will automatically maintain one Mark II Engineer at each planet you control. Building multiple of this control node causes
    107 KB (17,661 words) - 11:54, 16 September 2017
  • -Fixed an issue with engineer beams flashing green right at the start when they are assigned to a unit th ...ot returning to their original point after doing something on frd (like an engineer auto-assisting something).
    66 KB (10,612 words) - 11:54, 16 September 2017
  • === Engineer Assistance at Space Docks === Engineer assistance is, however, very useful in an emergency where you need to boost
    9 KB (1,491 words) - 08:41, 28 May 2016
  • |[[File:AIWarEngineer.png|left|Engineer]] || valign="top" | Repairs damaged ships or can accelerate construction do ...ing the Engineer Mk III is not a prerequisite of building the Experimental Engineer if you can capture the [[Experimental Fabricator]] to build them.<br/>
    1 KB (157 words) - 17:19, 30 October 2018
  • **** 1x Combat Factory, 5x Combat Engineer **** 1x Transport Flagship, 10x Combat Engineer
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ** Having all of your military or engineer ships on your planets automatically stay in FRD mode if not explicitly acti ** Adjusting engineer behavior so that they no longer automatically assist build queues, or allie
    36 KB (6,383 words) - 10:23, 22 February 2015
  • ** If you explicitly tell an engineer to assist a space dock or starship constructor, it will keep hanging out th ...shield), the "ships are in group move" blue/white cluster of spheres, the engineer version of FRD mode (green radar), the "ship under construction" hexes back
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Changed description of Engineer and Interplanetary Engineer to state they are given only to Command Stations and Citadels/Battlestation **Engineers count increased from 14 to 21. (Engineer hack gives it half of military station, this helps it out.)
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ** And engineer upgrades cost more. ** Engineer visuals improved a bit (shader/material improvements)
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...ipyard capturable now works 50% faster. Hopefully more valuable with above Engineer change. ** A MK3 Engineer before would have a metal flow rate of 600. The Shipyard before had 6,000.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...hips that are moving, or which are in a long line across the map, then the engineer might migrate pretty far. ...ships are taking constant, rapid fire, there isn't going to be a lot your engineer can do.
    2 KB (402 words) - 14:00, 1 February 2015
  • ...ns (or put the engineer into Attack-Move mode anywhere on the planet). The engineer will move about the minefield, scrapping the remains of enemy mines for you
    4 KB (725 words) - 02:55, 14 August 2016

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