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  • ...ow an exception saying that threads are supposed to be done now just get a null back instead. This tidies up some ongoing error message sources that were * Added a new max_damage_to_deal_per_target_hit_by_mark="0,1,2,3,4,5,6,7" attribute that is optional for weapon systems.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...a GetFirstAssociatedPlayerAccountOrNull() method, which will either return null, or the first of any players controlling it. ..., the code "otherFaction.Implementation as SpecialFaction_ZenithTraitor == null" had to be swapped out for "otherFaction.SpecialFactionData.InternalName ==
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ** Drainer reload time 3 -> 5 seconds and health drain percent raised from 50% to 70% ...ds bonus hunter ships against human-allied marauders at AI difficulties <= 5. At higher difficulties, this mechanic is still enabled but it is nerfed si
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...already does up to n*x damage per shot from that stack, where n is at most 5, but lower if the stack is smaller. This is fine. ...ere 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
  • * Updated the player-community credits to reflect contributions during the 5.0-to-6.0 run. Thanks everyone! == Prerelease 5.097 Release Candidate 2 ==
    407 KB (65,607 words) - 12:09, 16 September 2017
  • == 5.557 Minefield Balance == == 5.556 Performance, MP, and Mods ==
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...for some reason the "completed" event has not fired, but the asset is not null, then it will try to latently load the object. *** Surprisingly, though, we also are including a new Null option, which basically ignores networking stuff in single player mode.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * Fix a null reference exception in ShipToShipLines * Add some really paranoid checks for null references in WormholeCommand code
    154 KB (26,552 words) - 11:21, 1 August 2018
  • == Alpha 0.936 Release Candidate 5 == * Sentry Turrets now gain +5% to their ammo capacity per point of the deploying exo's trap skill. Effec
    160 KB (26,781 words) - 17:21, 2 February 2015
  • ...irly easy to rally Fleets in time. One time even a Citadel managed to move 5 hops and arrive just before the wave hit. ...alance for multiple difficulties, but this change made it pretty simple on 5, somewhat difficult on 7 (50, 110, 360 AIP tested), and juuuust possible on
    179 KB (30,218 words) - 23:28, 1 January 2020
  • * Normal Guardians (i.e not Dire) mass 6 -> 5. * Rippers paralysis now works on mass < 6, rather than < 5.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • == Release 5.000 == ...dits to thank players who helped us with several ideas/bugs/etc during the 5.0/LotS development cycle.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...even at Tier 1, and then getting to being absolutely galaxy-ending at tier 5. ...e are now using a padding of 20 between characters instead of a padding of 5, which makes it so that when fonts are drawn very small they shouldn't acci
    186 KB (31,438 words) - 17:26, 13 July 2020
  • AI War 5.0 - 6.0 spanned from Feb. 15th, 2011 through Oct. 18th, 2012 and it was ful ...and 6.0, it's essentially the same length of time that was between 1.0 and 5.0. So that's certainly a good reason to have such huge patch notes and so
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * Fix a null reference exception in AstroTrains * Fix a null reference exception on unit transformation, in particular changing command
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * 5 New awesome tracks from Pablo * 5 New Major features
    278 KB (45,949 words) - 19:51, 1 February 2015
  • * Between 4.021 and 5.000, we pushed out 53 distinct public beta releases over 91 days. That's a ...s the definitive AI War experience. The game will continue to evolve, but 5.0 is the new rock-solid foundation upon which all future work will rest.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...es, starting at 80% for 4, 60% for 5, 40% for 6, 20% for 7, 10% for 8, and 5% for 9 or more. ** Two marks is 60%, three is 40%, four is 20%, five is 10%, six or more is 5%.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ** Cooldown on energy pulse has increased from 1.5 to 4 seconds, its mana cost has increased from 60 to 120, and its attack ha ** Forest rage cooldown decreased from 1.5 seconds to 0.75 seconds, and mana increased from 35 to 65.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...some of the Automations settings, if they haven't used those and they are 5 minutes into the game. ** It's valid for SentinelsAlertLevel to be null, which basically is it saying "not relevant."
    415 KB (70,286 words) - 16:17, 13 April 2021

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