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  • ...from 500k/1.5M/3M => 1M/4M/9M. (puts it on the low end of a fleet ship or starship with a cap of 10, but with the mkII/mkIII versions much stronger to help ju ...amage per shot from 3200*mk => 5k*mk. (puts it on par with a fleet ship or starship with a cap of 10, but since shots-per-salvo is also mark-based this makes m
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...y to have Raid and Infiltration guardians start 1 tier lower than the Raid Starship (while being 50% to 150% more effective than it), but really all the guardi ...-40 range of fighter-likes but nowhere near the 130+ league of Raptors and Raid Starships).
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...erience and recovers artifacts, you can guide its progression from a super-starship to a truly awesome powerhouse. ...es, including the hilarious Tackle Drone Launcher and the first-ever bonus starship.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * Fixed typo in Siege Starship description. * Bomber Starship armor from 1500*mk => 600*mk (now the same as bombers).
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Triple-clicking a player-controlled nebula starship now cross-selects according to its tier (basic combat ship, advanced combat ...Core Fabs", "Detected Experimental Fabricators" and "Detected Experimental Starship Fabricators" galaxy display filters:
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...reventing player ships from retreating. Counterattack waves, event waves, raid engine waves, and other specialized forms of waves won't ever include a bea ** Very nasty AI that uses raid-oriented fleet ships and really likes sending Raid Starships along with normal waves.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...ips on them (the minimum to make a barracks). And it could also be really vicious in sending a lot of core or mark IV ships at the players when they were use * The AI players no longer build anti-starship arachnids on their planets in response to player starships arriving. That'
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ** If you explicitly tell an engineer to assist a space dock or starship constructor, it will keep hanging out there to boost that unit FOREVER, unt * The visuals for the assault starship have been completely replaced.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Fixed omission preventing Siege Starship from being able to hit: warheads, Avengers, Superfortresses, astro trains, ...hid the pause button when both normal military ships and a Riot or Enclave starship were selected (since those have buy queues).
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ** Lastly, the Start using the Raid Fleet now uses the Classic one. * Global Command Augmenters now use what was (looong ago) the Advanced Starship Constructor, but with some cool shader changes that make it look more glass
    278 KB (47,062 words) - 16:30, 11 October 2019
  • * Added an option for starting with your Ark and Starship Constructor already set up to build everything and rally it to the Ark. * Your starting starship constructor now seeds next to your controller, which is a minor change but
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...athering intel data. Be sure to bring at least one scout with you on every raid, to make sure you can see the full Planetary Summary. ...an be just as effective on defense. Almost all starships are built at the starship constructor, except for the few that follow special rules (see below). In
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ...athering intel data. Be sure to bring at least one scout with you on every raid, to make sure you can see the full Planetary Summary. ...an be just as effective on defense. Almost all starships are built at the starship constructor, except for the few that follow special rules (see below). In
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ** This doesn't affect their Raider Starship attacks. ...0, and affects how difficult the AI thinks traversing a hop is for doing a raid, and how much strength it can put per guard post.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...ting any given constructor. This lets players pile lots of engineers onto starship constructors, docks, etc, if they want to (and can afford the resource outf -When the AI has overwhelming odds against the player, it now acts a lot more vicious on difficulty 5 and up.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • | Extra Units: MOAR [[Bomber Starship]]s | Employs [[Black Hole Machine]]s on all of its planets, which makes each raid into its territory a one-way trip if the black hole machine is not destroye
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ...extremely short span before dying and being superseded by fully-aware and vicious replacements. Their Enclaves form mini-collectives with their own personali ...death (only around a day), and which are then replaced by fully-aware and vicious replacements. They are a sentient race of essentially "sentient fruit flie
    17 KB (2,826 words) - 19:48, 1 February 2015
  • ...death (only around a day), and which are then replaced by fully-aware and vicious replacements. They are a sentient race of essentially "sentient fruit flie Each Enclave is run out of a Neinzul Enclave Starship, and each starship has its own goals and centralized knowledge-store from which its spawned yo
    15 KB (2,373 words) - 19:47, 1 February 2015
  • * Fix a bug where my previous change to let Civil-War AIs shoot each other’s raid engines was incomplete ** Raid Engine tweaked slightly.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • * Structures such as Magnifiers and Raid Engines no longer cause their planet to be on general alert status. Instead * Sniper Starship durability reduced from 100k to 75k, damage per shot increased from 480 to
    338 KB (54,548 words) - 10:53, 26 June 2023

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