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  • AI planets have a '''Mark''' level, similar to the [[AI War:Mark|Mark]] of units. ...t displayed. MkIII to MkV are displayed with the same colors as the unit's mark: white with dark red outline for MkIII, with a bright red outline for MkIV
    932 bytes (161 words) - 10:02, 18 August 2016

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  • ...nges to cloaking, which led raptor to break stealth quickly when attacking planet. With their expensive cost compared to their health, it was unwise to use t ...ced from 1200 to 400. Damage reduced from 160 to 40. Added x4 damage if on planet for less than 15 seconds. Cost reduced from 250 to 200. Railpod tech change
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * The Elderling journal entry now mentions that higher mark Elderlings grant more essence * Make wormhole borers less apt to target their own planet
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • *** Finding the best planet with an ARS or fleet near the players now is done only on the host but cons ** Nomad Planet x1 (moving; that uses no externaldata)
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ** Fixed a reference in a tutorial 2 tooltip that always referred to a planet as "Tiroha" despite the name having changed. * Fixed an infinite-loop bug in the new minor-faction "which planet do I go to next?" logic.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...FRD-mode ships absolutely not listening to you when there are enemies on a planet. ** The planet faction pool was examined and found not to be vulnerable (since those are o
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...es compared to the rest of the fleet, and makes them harder to get to high mark levels on their own without EXP. * Forcefield generators and minefields are no longer capped at mark 4 and 3 respectively.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...ore. AI ships that are waiting before going through a wormhole to a human planet now spread out 4x more diffusely to make them even harder for players to hi * On difficulty 7 and up, when the AI forces on a planet are more than 2x outgunned in terms of firepower, the guards will be freed
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...n the galaxy it played the same audio cue. Now if they are on a different planet from your view, it plays a much more muted, distant-sounding, quieter explo * Added the higher-mark-version images for most of the champion module lines.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ** Will no longer launch squadrons while on a planet adjacent to a target planet, but will instead personally go to the target before releasing. ...Note that it will always round down, but seeds a minimum of 1 wormhole per planet.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • *** So for instance, give a some move orders to a distant planet, and at the end of that keep holding shift and press U (or click the interf ** So, for instance you can give some regular move orders to one side of a planet, then give a regular attack order, then have it turn on (or off) attack-mov
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...he game). Players also now get a lot more knowledge in general (3,000 per planet now, instead of 2,000), and the player economy—especially in the early ga ...hat will really vary based on what it has available. If all the AI has is Mark V stuff, this will be a much worse event than if the AI still has a lot of
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...nded the description text template on the "Scoured Population And Captured Planet" event to refer to the acting race rather than specifically to the Thoraxia * For each planet held, the race that holds them now gets a +0.9 boost to science, and a +0.3
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ** Scaling file adjustment doubling all mine counts at mark 1 from XML counts is removed ** If you need a spy to survive decloaking to pass through a planet, could be worth spending for, but bonus cloaking points is all you get.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...window now shows how much Metal your ships have Metabolized, and your per-planet metal income * The selected planet no longer blinks.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ** Cross Planet Waves and Threat Waves options. Also hunter waves. ...ability for factions to know who was the most annoying enemy at a specific planet, so that things could be done to that faction (for instance with Raid Engin
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ** Planet envy. ** Invaded our planet
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...ially homeworld defenses. It also uses the reserve to contribute to Cross Planet Attacks, taking some of the burden off local defense forces. ...ent reactor anymore: you can have one free-to-run energy-collector on each planet, and as many high-but-constant-cost matter-converters as you want anywhere.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...since the force-decloak flag is now cleared by units leaving their current planet * Macrophage: Fixed a bug where Harvesters were not keeping their mark level upon enraging.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • * On any of the debug menu things that mark the game as being in "cheat" mode, it now shows a "cheat: whatever the chea * Removed the temporary speed boost Transports got when entering a planet.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...mage, and spawns a Hydra Head when its build points are >= (max health)/(1+mark), in other words every 50%/33%/25%/20%/17% of health. * Struck the infamous Rotting Cow (and its nefarious associates) with the Planet Cracker.
    209 KB (33,423 words) - 12:14, 16 September 2017

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