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  • ...hrinks, so higher value units should be placed closer to the center of the field. == Force Field ==
    4 KB (605 words) - 00:13, 9 December 2013
  • [[Force Field|Force Fields]] are a very powerful defensive structure that projects an energy sh Units protected by a [[Force Field]] will have a small blue circle surrounding them.<BR/>
    3 KB (498 words) - 12:03, 29 May 2012

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  • ...hrinks, so higher value units should be placed closer to the center of the field. == Force Field ==
    4 KB (605 words) - 00:13, 9 December 2013
  • ...nd/or Praetorian ball should be quite the door kicker to level the playing field. ...ng science/hacking) that use IntTextbox now mention the max values for the field in the tooltip
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • [[Force Field|Force Fields]] are a very powerful defensive structure that projects an energy sh Units protected by a [[Force Field]] will have a small blue circle surrounding them.<BR/>
    3 KB (498 words) - 12:03, 29 May 2012
  • * To prevent AI ships from unnecessarily "sticking" under force fields, they will now only stay in place if they are actually guarding a sh ...ain ships are specifically excluded from CPAs: immobile ships, ships under force fields, ships in carriers, ships that are already free/threat, ships that a
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...and similar. This will fix it to writing them to the actual defaults per field, which is pretty cool. No more coming in to a very dark, black and white g ...you'd notice as seemingly-missing data when looking inside a savegame data field log.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • <big>'''How Do I Kill Force Fields?'''</big> ...than bombers or space tanks will take hours to destroy even just one force field, so you might as well not even bother trying to attack with them.
    4 KB (802 words) - 14:01, 1 February 2015
  • ...s has been removed, as this was something that was used to narrow down the field of targets, and then have a secondary tag search. Now it just does a direc ...e of the variable did force us to re-evaluate all of the places where that field is used, and it also makes it a lot more obvious what is happening and why
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...ading to it to have a greater tendency to wait to strike with overwhelming force. ...orce field now will no longer move until they are out from under the force field (from it dying or whatever), though they will still receive orders from the
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...t of the new combat model, the old concept of "shields" (as distinct from "force fields") has been removed, and the random-hit-chance and range-related comp ...conomic upgrades will be almost double what it used to be, meaning you can field far more ships, faster, including starships. Speaking of faster, the playe
    183 KB (30,714 words) - 11:55, 16 September 2017
  • Cloaking Field Generators are a non-weapon type of system on an entity. == Tachyon Field ==
    18 KB (3,012 words) - 21:16, 7 August 2022
  • Updated Force Field Generator I, II, III ...a very slow regen (but still can't be repaired). The Mark III and Core AI Force Fields are mobile.
    47 KB (7,691 words) - 11:53, 16 September 2017
  • Force Fields ...t out with an Mark II Energy Rector, two Mark II Engineers, a mark I force field, and all of their metal/crystal harvester points on their home planet assig
    48 KB (8,166 words) - 13:40, 1 February 2015
  • * The description of the Harvester Exo-Force-Field has been made more brief. ...r a reason to differentiate between force fields and shields. Also, Force Field Bearers are now back to being called Shield Bearers, for the same reason.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * AI will launch the response Exo-Strikes with more force and frequency. * Decrease Cuendillar available via planetoids/asteroids to force the player to ravage some planets
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...k power has been vastly reduced, but their specialist attack power against force fields, turrets, and heavy defense has been doubled. Additionally, they no ...ness of melee ships is no longer decreased by their being under protecting force fields.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • *** With these changes Marauders field larger initial forces and should fortify a position much better in a shorte ...throw an exception during stringbuilder creation of names, because of the field we marked as ThreadStatic... not being static. Heh. This is more efficien
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ** Inflicts high damage on heavy defenses. Best ship class for hitting force fields and the final AI command stations. ** Passes through force fields and fires small, armor-piercing shots. Best in huge swarms.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ** Inflicts high damage on heavy defenses. Best ship class for hitting force fields and the final AI command stations. ** Passes through force fields and fires small, armor-piercing shots. Best in huge swarms.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ** The existing field was renamed to old_strength, and its sole purpose is for a comparison point ...tityReferenceData.csv export in the PlayerData folder now has the strength field moved up to column D, and then has the "old strength" in column E, and the
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * New field in the AI Behaviors section of the galaxy options: AI Reserves Grace Period * Specific planets now have a PlanetAITurretSeedingCap field, which can be full cap, half cap, or none.
    415 KB (70,286 words) - 16:17, 13 April 2021

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