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  • ...negated, even if the attack crosses or is launched from within the Counter Turret's protection radius. ...turret can negate, if you are fighting an AI with several unlocks that use Missile ammo, this is very much worth the knowledge.<br/>
    942 bytes (143 words) - 20:47, 26 April 2015
  • |[[File:AIWarMissileTurret.png|left|Missile Turret]] || valign="top" | Slow, high-power, high-range defense for planetary base
    366 bytes (44 words) - 23:01, 7 August 2013
  • #REDIRECT [[AI War:Counter Missile Turret]]
    43 bytes (6 words) - 20:47, 26 April 2015
  • |name=Missile Turret
    287 bytes (26 words) - 14:38, 21 September 2018

Page text matches

  • ...having 3x vs Light, Composite, CloseCombat, and Swarmer (same as the Flak Turret, which is basically a stationary grenade launcher). * Renamed the Artillery Guardian to the Missile Guardian because it shoots missiles instead of the actual "Artillery" ammo
    209 KB (33,423 words) - 12:14, 16 September 2017
  • *** Multiplier vs Turret from 0.1 => 1. *** Multiplier vs Turret from 2 => 5.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...player's Neinzul Enclave Starships can build. These are based on unlocked turret technology and provide more of a "carrier with fighters" feel. ** As an experiment, Bombers get 0.8 and Fighters and Missile Frigates get 1.2. Bomber waves will probably still be more dangerous (as i
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ** Turret trains: * Corrected Sniper/Sniper-Turret/Spider-Turret tooltips that still said they fired through forcefields.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...War:Fighter|Fighter]], [[AI War:Bomber|Bomber]], [[AI War:Missile Frigate|Missile Frigate]], and an additional bonus ship type for each homeworld you start w ...r|Fighters]] beat [[AI War:Bomber|Bombers]] beats [[AI War:Missile Frigate|Missile Frigates]] beats [[AI War:Fighter|Fighters]]:
    28 KB (4,216 words) - 11:40, 4 February 2017
  • Needler Module -> [[AI War:Needler Turret|Needler Turret]]<br/> Laser Cannon Module -> [[AI War:Laser Turret|Laser Turret]]<br/>
    59 KB (6,126 words) - 13:37, 30 September 2017
  • *** Consumer Turret: 2500 -> 2000 *** Breach Torpedo Turret: 3000 -> 2750
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...nyway, you can set up a looping queue of, say, 5 fighters, 1 bomber, and 1 missile frigate and a garrison threshold of 50 and it will produce ships until it h * The awesome modified version of the short range guard post, missile guard post, and MLRS guard post that were created by HitmanN as a mod have
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * All of the turret icons have been updated to include letter codes within them, which make the * Fixed a bug where AI ships would camp on a dead turret waiting for it to come back to life.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * All turret health halved, energy cost for all but the Heavy Beam Cannon reduced by 100 ** EXCEPT for always 1 of the turret servers should almost always be within distance 1 of your planet, and 1 of
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ** This may fix the turret count thing? Not sure yet. ...accurate count of upgradable ship lines. It does not fix problems with the turret count though.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...urrets that the AIs did have are now removed from old savegames (including turret remains). This includes sniper turrets, spider turrets, tractor beams, the ...e shots is now 1/5th as GPU-intensive as before. The method for rendering missile shots is now 1/9th as GPU-intensive as before. The method for rendering ex
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...s in 8.0 (counter-attack posts being made optional comes to mind, and many turret caps becoming per-planet), but this account has to stop somewhere. Oh, and * MkV turrets cap increased by 50% to make hacking/capturing core turret controllers a more attractive option.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...a certain number of certain types of these, and can get more by hacking AI Missile Silos (which destroys the silo and gives you more warheads). ** It now starts with the fleet-ship triangle (fighter, bomber, missile corvette), and immediately spends its first 10 unlock points on a one bonus
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * Fixed an inaccuracy in the Tractor Beam Turret descriptions. * The max health of missile turrets was previously incorrectly low. Fixed.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...cTurret.png|50px|left|]] || valign="top" | [[AI War:Needler Turret|Needler Turret]]<br/>Fires solid-slug kinetic projectiles composed of many, many monomolec ...LaserTurret.png|50px|left|]] || valign="top" | [[AI War:Laser Turret|Laser Turret]]<br/>Fires powerful lasers at moderate range.
    4 KB (667 words) - 16:16, 24 July 2016
  • ...AI will now build nests of sniper turrets every so often (like the spider turret nests, except larger). ...to auto-attack. This will help somewhat with ships getting distracted by turret trains, but if ships are already latched on and firing on it, it may still
    151 KB (24,808 words) - 19:48, 1 February 2015
  • === Turret Rebalance === * Upped the amount of Turret unit lines of RaidOffensiveTurrets and GeneralTurrets Battlestation/Citadel
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Actually gave their Tractor Array Turret some unique traits rather than being a copy of the player one. * Actually made a proper variant of a Gravitational Turret for them to use.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...found in fleets, ARS, and GCA have gone up. And I rebalanced the AI Cruise Missile Battery to be a little more threatening. ...cases, the only case to avoid being when all marauder planets would have a turret-hack going it seems) not loading.
    394 KB (67,204 words) - 16:22, 13 April 2021

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