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  • |[[File:AIWarHiveGolem.png|100px|left|Hive Golem]] || valign="top" | Large, slow transport that automatically fills over tim The Golemite [[AI War:AI Type|AI Type]] doesn't use that kind of golem.
    4 KB (545 words) - 09:35, 21 July 2016
  • {{AI War 2 Ship:AI Hive Golem}}
    130 bytes (21 words) - 14:24, 14 March 2020

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  • ...n be killed by this shot alone. This means that a fully upgraded Artillery Golem shooting at a stack 100 weak ships will only ever kill a single ship per sh **** So, when an Artillery Golem hits a stack of 100 Dark Mirrors with 125% revenge shot damage, effectively
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...omatic horror now uses its own (new) icon rather than reusing the devourer golem icon. ...t's just a thing for zenith miners, chromatic horror, elderlings, devourer golem, and similar.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • **chainlight: Summons an invulnerable golem with a chain lightning attack * Raijin Golem primary attack changed following some tester feedback
    113 KB (18,449 words) - 16:11, 1 June 2021
  • * Kills by the Devourer Golem or Enemy-to-all Roaming Enclaves (or their squadrons) no longer contribute ..., or a planet with a CSG, ARS, Advanced Factory, Super Terminal, or Broken Golem on it, giving priority to HWs/core-worlds).
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * A bug in prior versions was preventing the devourer golem from ever entering human planets. Whoops! That's now fixed, so better wat ...re minor factions or zombies, ships that are being coordinated by a hybrid hive or similar, ships that aren't counted as "extended mobile military," starsh
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...other things this error could be seen when important things like an MDC or Golem or both would end up on ZA homeworld planets. ** This means no more languishing around for all those hive/reclaimer/shredder drones.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...s of a golem in a system, they can capture that system and then repair the golem to bring it back online. ...ally costs a lot of resources. And when you are finally ready to take the golem online, it takes 10,000 to 40,000 energy to activate and run it.
    13 KB (2,356 words) - 10:42, 9 July 2016
  • ...re minor factions or zombies, ships that are being coordinated by a hybrid hive or similar, ships that aren't counted as "extended mobile military," starsh ...l health to the brink of death over a two hour span (except for the cursed golem, which takes a mere 40 minutes—still up from the prior 20 minutes there).
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * Hybrid Hive forcefields Mk III and IV strength doubled. * Fixed bug where some minor faction units (like the mining golem) were getting orders from the AI thread that conflicted with their proper b
    151 KB (24,808 words) - 19:48, 1 February 2015
  • -There is now a chat message sent when a player finishes rebuilding a golem. This is helpful in co-op and in solo. ...p—loses health over a 3 minute period, then self-destructs. Created inside Hive Golems, when these are unloaded they are uncontrollable but will viciously
    107 KB (17,661 words) - 11:54, 16 September 2017
  • * The Botnet Golem has been split off into an entirely separate minor faction with its own cos ...Golem and "that thing can kill anything, once every 8 seconds!" Artillery Golem.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...fleet, it should move them, but this part has not been tested. Only a few golem types really have drones, most of the rest of that is with combat factories *Changed the golem so it does damage again properly.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Fixed a bug where mousing over the text for the fabricator, golem, or asteroids filters would cause the background box to disappear but not t ** Broken Golem starting health (which lead to them autorepairing on capture)
    177 KB (28,387 words) - 17:36, 25 October 2018
  • == Version 0.610 Pay No Attention To The Golem Behind The Curtain == ...claimable units at once, the cheaper ones are reclaimed first, to avoid a golem stalling capture of a planet's resources.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • *** So this is a major buff to the botnet golem and nanocaust, as if they kill something like 20 ships out of a stack of 80 ...lies to EXP gains for your ships, which means that things like your botnet golem or other golems will level up way faster for what that's worth. Fleets in
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...oo dark colors for factions, such as various Zombie types and the Devourer Golem. Text written in their colors should now be visible much better. ** Finding the Devourer on the "summon devourer golem" is now vastly more efficient. It's not exactly a common case, though.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...he golem by itself) usually over a span of 2 hours except for the [[Cursed Golem]]. A rule of thumb on maintenance costs: an [[Artillery Golem]] (10M m+c) will cost ~350 metal and crystal per second (in addition to ene
    28 KB (4,216 words) - 11:40, 4 February 2017
  • * Fix a bug where the Devourer Golem was being counted as threat ** Nanobot center hive updated visuals. Shrunk the model itself a bit, and then added another LOD
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...aust_hives_and_beacons (the nanocaust also won't work if you don't spawn a hive somewhere yourself manually, or if they're on-but-not-enabled, then you sho ...added to finally being used, this time for the yellowjackets that the hive golem spawns. This is vastly more polygon-efficient, and also looks cool.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • * Units respawned by the Regenerator Golem now inherit behaviour (like "Pursuit Mode" or "Attack Mode"), but not contr * Allow weapons systems to only target static or mobile units. The Devourer Golem is now only allowed to target mobile units; this should allow the Devourer
    105 KB (17,355 words) - 23:34, 5 March 2019

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