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  • * When ships have just exited a transport, or just traversed a wormhole in sight of a player, it now sends a bit of e ...some ships from an AI wave appear at the same odd off-coordinates that my transport was, and those coordinates seemed to be the old spot they had once been in.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • **there is plenty of counters against this: distraction, sniping the Center, transport and so on. ** Still needs to be transport dropped on target or helped with FRS Turbo Raider to get efficient.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Fix to the scrapyard's 'donate transport' hack showing incorrect list of choices. ...ot be garrisoned in a guard post does not imply it cannot be loaded into a transport.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * Fixed a bug where ships loaded into transport were not properly counting towards your fleet's current HP ...(or whatever the true fleet HP is at that time) instead of only seeing the transport's HP vs total fleet HP.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...l be demonstrated in code shortly, but right now it's about automating the transport and storage of these. ** Heck, this can even be useful for realizing that you forgot to deploy a transport if an attack is incoming.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ** Unload Transport ...f that keep holding shift and press U (or click the interface button. The transport will unload when it gets there.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * When ships are claimed, if they are not a flagship they are now properly added to the planetary command fleet at the local pla ** Add new Beginner objectives to remind the player to capture their first Flagship, GCA and ARS
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...t of collateral damage and enemy ships waking up, depending on what race's flagship you had stolen. * VDecks and VVDecks can now only hit ships that are the player flagship OR medium-size or lower.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • *Transcendent Flagship operational! Acquire this by summoning and defeating a Transcendent Elderli * Fix a bug where the transform necromancer flagship was either always visible (even if you had no blueprints) or never visible
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...ers on that planet are also blown up. Even if they are currently inside a transport on that planet. ...s a more distant waypoint between multiple of your planets on an important transport route, for instance.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Bumped the MkI Flagship up one exo-cost sub-tier so that they were no longer the only always-availa ...map display configurations would display allied units as if they were in a transport (that is, in parentheses).
    209 KB (33,423 words) - 12:14, 16 September 2017
  • * Fixed a bug that was causing champion ships to still be able to get into a transport. * By "Combat Starship" we mean: Flagship, Zenith Starship, Spire Starship, Bomber Starship, Plasma Siege Starship, a
    407 KB (65,607 words) - 12:09, 16 September 2017
  • **** 1x Transport Flagship, 10x Combat Engineer * Transport shields 500,000 -> 750,000, damage resistance upon entering a planet 0.5x -
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * Include Transport contents when determining the strength for a unit. This should make the AI * Transport Cap 10 -> 7, Shields 10,000 -> 50,000, cannot be upgraded above Mark 3.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • * When a crippled flagship retreats to a planet with FRD engineers, engineers are now able to prioriti ...cause repeat buffer resizes. This was slowing down even loopback network transport at the moment (aka single player), and slowing down game saves.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...try to load themselves into a transport on their planet. If insufficient transport space is available, those that can find room will try to load while the oth ...y 5000 range units of one another, ships will generally prefer to fill one transport before beginning to fill the next.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * Updated Transport description. ...already chosen by the starship for cloaking in order to "make room" for a transport (or whatever) that has just come into range.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...r. Your 1st, 3rd and 5th cities will also includes a small (for the spire) flagship. You can then improve your city, build more cities in the same manner, and ...ell when the city hub is inactive or crippled. This means you can use the flagship right from the start to start vaporizing machines and aid in the conquest o
    23 KB (4,043 words) - 14:00, 6 April 2022
  • ...menu (alt+right-click) with things like Auto-Gather-Knowledge and special Transport-Unloading logic, the complete removal of "control nodes" in favor of a much * Transport Ships Mark II have been added:
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...e more ships you lose, the stronger the counter attack becomes. Whenever a flagship gets crippled on an AI planet, it adds ALOT of strength to the AI counter a ...ters, Bombers, missile frigates and a bonus ship. Instead, you must have a Flagship that has those units attached to it. Once built however, there is no limit
    44 KB (7,548 words) - 13:50, 25 April 2022

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