Search results

Jump to navigation Jump to search

Page title matches

  • ...built, they must either survive the game or induce their AIP at one point. Warheads are the only kind of units targeted by [[AI War:Core Warhead Interceptor|Co ...r non-tachyon warhead by an amount depending of its estimated power. Thus, warheads can be stockpiled but not built quickly in quantity.
    4 KB (654 words) - 08:48, 25 July 2016

Page text matches

  • ...e are also dozens and dozens of goodies for the players in the form of new warheads, new mercenaries, new turrets, and new lines of command stations. ...k by Hybrids, Preservation Wardens, (hostile) Roaming Enclaves, or hostile warheads.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • <big>'''How Do I Get EMPs, Nukes, And Other Warheads?'''</big> ...with an AI Progress cost, which can be pretty significant. Built and use warheads with care!
    6 KB (1,154 words) - 14:06, 1 February 2015
  • * Fixed omission preventing Siege Starship from being able to hit: warheads, Avengers, Superfortresses, astro trains, enclave starships. ** Multiplier against warheads from 0.2 to 1.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • * Both the Lightning and Storm warheads within DLC1 have been revised. ** Both warheads now feature a damage cap of one million versus markless and mark 7 units an
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • -The AI will no longer abandon its command posts to pursue tachyon warheads. 50: Warheads
    47 KB (7,691 words) - 11:53, 16 September 2017
  • * Fixed a bug where spirecraft martyrs (and perhaps warheads) were not drawing their explosion range correctly when z was held. * Units whose explosion-kills do not yield salvage (i.e. warheads) now also do not generate salvage by their own deaths. In other words drop
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * Warheads killed by warhead interceptors no longer cause AIP-on-death. * Fixed a bug where the AI would not attack armored warheads (due to a "very low priority target" flag on those unit definitions).
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * [[AI War:Warheads|Warheads]] * [[AI War:Unable To Repair|Why Can't I Repair Some Ships (Such As Forts/Warheads)?]]
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...="top" | When the Silo's planet is on alert, it generates lightning or EMP warheads every quarter hour and sends them to nearby human planets. ...level of the silo is the same except that higher Marks fire more dangerous warheads.<br/>These structures spawn only if the [[Neinzul Rocketry Corps]] minor fa
    3 KB (435 words) - 21:01, 7 October 2016
  • ** Generates powerful (and expensive) warheads over a long period of time. Nukes in particular are very dangerous to use, === Warheads ===
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ** Generates powerful (and expensive) warheads over a long period of time. Nukes in particular are very dangerous to use, === Warheads ===
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ** Lightning/Armored/EMP/Tachyon-warheads * Armored Warheads, in honor of placing second in the fifth "Worst Unit" poll:
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...built, they must either survive the game or induce their AIP at one point. Warheads are the only kind of units targeted by [[AI War:Core Warhead Interceptor|Co ...r non-tachyon warhead by an amount depending of its estimated power. Thus, warheads can be stockpiled but not built quickly in quantity.
    4 KB (654 words) - 08:48, 25 July 2016
  • -Armored and Lightning Warheads no longer hurt allied ships when they go off, and now properly hit enemy co -Warheads, Ion Cannons, Orbital Mass Drivers, and Core Warhead Interceptors can no lo
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...s in cold storage. Since this bug could possibly also happen with tachyon warheads, a safety check was put in place to make sure that was prevented, too. Nuk ...cyro pods, mines of all sorts, raid starships I-III, lightning and armored warheads, fallen spire shards and survey markers, spire civilian outposts, and spire
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...corresponding extreme-armor-piercing (core electric guard post, tazer, all warheads, electric shuttles). * All Warheads (except armored) now have 5x more health.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * The various types of warheads now have their proper graphics. * The various warheads now have their proper icons and flairs.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...arheads every quarter hour, and sends them to nearby human planets. These warheads don't cause any AI Progress upon detonation. ...hem on AI planets for a free EMP blast, etc. AI ships don't fire at these warheads, as they know better.
    15 KB (2,373 words) - 19:47, 1 February 2015
  • ...arheads every quarter hour, and sends them to nearby human planets. These warheads don't cause any AI Progress upon detonation. ...hem on AI planets for a free EMP blast, etc. AI ships don't fire at these warheads, as they know better.
    17 KB (2,826 words) - 19:48, 1 February 2015
  • ...n alert, they fire a lightning or emp missile every fifteen minutes. These warheads don't cause AIP, but affect anything they hit (except the Silo itself). ...r normal conditions, these aren't particularly threatening. However, these warheads don't have any notification or alert for them.
    31 KB (5,110 words) - 15:35, 22 November 2018

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)