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  • ...ply either "number of human military ships here" or "number of AI military ships here", whichever is larger (though capped at 4x the smaller value) and divi ** Reduced the number of player ships spawned in the latter part of tutorial 3 to cut down on the chance of it pu
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...estations and Support fleets for people who prefer certain keybindings for fleet types * The 'watched fleets above ships' setting for the Planet menu now persists through application close/reopen.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Gyrn now displays information about what ships it is building for other fleets * The Fleet Management and Economic Management sections of the getting started/tips in-
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...at could happen in the fleet popout window when looking at certain modular ships. * Fixed a bug with the new FRS ships added last build, where they did not have the proper tag to actually add th
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • * The Metal Flow popup window now shows how much Metal your ships have Metabolized, and your per-planet metal income ...ow see the number of units stacked or contained inside of things like your fleet leaders. This keeps their icons consistent with those in the main game vie
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...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 was in order ...th to victory!). Gratuitous plug: Has player-controllable modular capital ships LARGER than Golems.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • *** Finding the best planet with an ARS or fleet near the players now is done only on the host but considers all human empir * Exceptions inside of parallel planet loops or parallel fleet loops are both now vastly more clear in terms of what they show to the erro
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * Previously, when your ships exploded anywhere in the galaxy it played the same audio cue. Now if they ...inst the player's ability to build up a powerful champion (and nebula-ally fleet) without increasing AIP much (if at all, depending on map layout and tolera
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * Big nerfs to the AI's Prime ships * Add some defensive code to the Ships sidebar for a rarely seen exception
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...has the ability to have fleet-specific upgrades and upgrades that benefit ships in a variety of fleets. ...omething very similar with a clearer name and purpose is being added back: Fleet Experience Points.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...this is NOT counting the new ones added as part of CoN. Most of these new ships went to the AI or are things that the players must capture, but there are a ...ields/nebulae have seen a rather startling improvement as well. Those new ships come with a bunch of new prerendered-3D graphics, as well.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...ing by some rate (say, 2%), it now 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) * Majorly reworked how the ondeath logic triggers for ships that die off the top of a stack without killing the entire stack. This has
    179 KB (30,218 words) - 23:28, 1 January 2020
  • * When there is a stack of n number of ships, it already does up to n*x damage per shot from that stack, where n is at m ...e also already adding on extra shots at a rate of 1 shot extra for every 5 ships, which also is fine and leads to the same total damage output.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...art the program with this enabled, then it won't even bother loading these ships into RAM, thus even further lowering the requirements (and making loading f ...note that if this setting was on when the application was started, then no ships will be drawn until you turn off this setting and then restart the applicat
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * The armament of the burlust warlord ships is now... very intensely faster. If you still find it exploity, then we ca * The ranges on all enemy ships (except the lances that insta-hit you) have been substantially increased, s
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ** This will solve the issue of FRD-mode ships absolutely not listening to you when there are enemies on a planet. ...eir own camera that is layered under the main camera, which prevents large ships, forcefields, etc, from ever visually clipping into planets.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ** A New Minor Faction: the Dark Spire. These only awaken when many ships die near their spawners, but once they really get going neither the AI nor ...tegic Reserve. The AI gradually adds strength to this reserve and deploys ships from it to critical defense actions, especially homeworld defenses. It als
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...scenarios that are in the game at the time of this writing. The number of ships that he originated or ported over is very very large. * Ship concepts (which were not part of the many many faction ships above):
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Improved auto-gather logic to avoid science ships bouncing around. ** Will now build up more ships before making aggressive moves.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • * Fixed bug where the put-in-low-power button was working but not visible for ships without build queues. ...a1; previously it wasn't possible to properly use the latter to filter the ships affected by a drag-box select action.
    165 KB (27,263 words) - 19:48, 1 February 2015

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