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  • ==Mine== ...The self inflicted damage is the same as the damage dealt so the [[AI War:Mine|Mines]] can attack 16 times before being destroyed.<br/>Can be decloaked by
    3 KB (458 words) - 03:57, 14 August 2016
  • 35 bytes (5 words) - 20:26, 29 September 2017
  • 36 bytes (5 words) - 20:26, 29 September 2017
  • 26 bytes (4 words) - 03:58, 14 August 2016

Page text matches

  • ==Mine== ...The self inflicted damage is the same as the damage dealt so the [[AI War:Mine|Mines]] can attack 16 times before being destroyed.<br/>Can be decloaked by
    3 KB (458 words) - 03:57, 14 August 2016
  • ...down a bit. This is likely to impact saved games to some degree as maximum mine counts will be lower. ** Scaling file adjustment doubling all mine counts at mark 1 from XML counts is removed
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...rigate buffs. Increased base version speed to 1200 and increase aoe of its mine ...large group of ships or fleeing through a wormhole, as this will leave the mine behind.
    113 KB (18,449 words) - 16:11, 1 June 2021
  • by enemy mine/turret layers. Previously this was accomplished with engineers (once those -Colony Ships now have mine avoidance, are immune to sniper shots, and are immune to tractor beams. Th
    107 KB (17,661 words) - 11:54, 16 September 2017
  • -When mine layers rebuild mines, it no longer makes the mine placement sound. -Mine Layers now have 4x as much health as before, so hopefully they will not die
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...Bots could trigger their on-hit abilities on themselves when stepping on a mine. * The tooltip for the mission sidebar's Deploy Mine ability now lists the attack power of the mines themselves.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • |'''Mine Enthusiast''' ...ne|Mines]], [[AI War:Mine#Area Mine|Area Mines]], and/or [[AI War:Mine#EMP Mine|EMP Mines]]
    24 KB (3,558 words) - 16:52, 18 May 2019
  • * Tweaked Repulsive Hornet Mine description since it doesn't do friendly damage any more. ...y ones with a homing delay) could wind up homing on the invisible bouncing mine emitters.
    63 KB (10,263 words) - 17:36, 25 October 2018
  • * Increased the count of Mine types from 1 minimum, 2 maximum, to 2 minimum, 3 maximum in "Minelayer" Fle * Area Mine damage 20,000 -> 2,000, hits maximum of 10 targets instead of spreading amo
    287 KB (48,412 words) - 12:06, 3 July 2019
  • -Turret and mine remains, as well as mines themselves, are now blind so as not to provide in ...are auto-created by command stations has been improved so that if any non-mine military units of the enemy are present, it will not auto-create them.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • * The mine graphic in the prior version looks cool but was a bit hard to see against d ** They also now cost twice as much energy per mine, though, so you can't just spam them.
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...t so that there is a zero percent chance of them ever setting off an enemy mine. '''Q:''' My ships don't auto-target enemy mine remains, so to clear them I have to click each remain individually. This is
    4 KB (725 words) - 02:55, 14 August 2016
  • ...rticularly useful for stalling out large incoming vesseles that don't have mine avoidance. ...out groups of ships, but they are also useful for hitting ships that have Mine Avoidance -- those ships can still get caught in the blasts of area mines t
    28 KB (4,560 words) - 19:50, 1 February 2015
  • ...rticularly useful for stalling out large incoming vesseles that don't have mine avoidance. ...out groups of ships, but they are also useful for hitting ships that have Mine Avoidance -- those ships can still get caught in the blasts of area mines t
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ...to activate other bots (BEWARE bosses have ~5 tiles yell range); beware of mine; floor damage near un-activated bots '''Mine Damage = MineLvL * ( 50 + 10 * TrapSkill)'''
    14 KB (2,264 words) - 05:33, 12 January 2019
  • ** Metal harvesters / asteroid mine and powerplanets now have priority 150, since that's economically a very fa ** Metal-rich asteroid with attached mine and refinery. Low stakes to defend, as they can be rebuilt quickly and che
    646 KB (109,259 words) - 11:44, 22 September 2021
  • -Mine Layers are now a part of the Mobile Builders quick button list. -Mine Layers were not covering their entire planet in Free Roaming Defender mode.
    22 KB (3,797 words) - 13:38, 1 February 2015
  • ...will prevent AI electric shuttles from messing up player minefields with a mine layer present. ...sses, tractor beam turrets, counter-turrets, lightning turrets, engineers, mine layers, mobile builders, cruisers, all of the docks and constructors, scien
    48 KB (8,166 words) - 13:40, 1 February 2015
  • * Since the recent mine rebalance it's become apparent that the EMPs were made a bit too strong, an **** Note that the build time for all 3 mine types is still 90 seconds.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...th each other (otherwise it resulted in mines placed such that every other mine was not actually placed). ...re EMP mines would not actually EMP the target that actually triggered the mine detonation (it worked fine on other ships around the triggering ship, so ge
    177 KB (28,387 words) - 17:36, 25 October 2018

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