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  • ...system.<br/>There are actually several types of [[Command Station|Command Stations]] as follows: == Human Stations ==
    20 KB (2,345 words) - 12:52, 30 October 2018
  • ...allies, having builder foldouts for those allies pop out when you build a command station, etc. Note that those "extra" phantom players in existing saves wo ...dated the note about unlocking higher tier harvesters and economic command stations to no longer indicate that the older structures have to be scrapped to be u
    367 KB (58,728 words) - 12:16, 16 September 2017
  • **Command Stations third direct upgrade is now 2000 instead of 3000. This should make scaling * Make it harder for player-allied marauders to kill ai command stations by mistake
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...cenarios in a game, you may use the "cmd:allow duplicate nebula scenarios" command from the chatline to re-enable the old behavior. ...t even the largest galaxy (120 planets, 15 nebulae) won't run out and this command will become moot.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * Added a new debug option: Show Command Stats In Upper Right ...er now also reports the max frame in advance of the current one there is a command queued for. This should never be higher than about four.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...rk-plot consequences for losing a home command station are now 5x a normal command station, instead of 100x. This is relevant to co-op. ...of a .txt file in your RuntimeData/ChatScripts/ directory. When run, this command will treat each line in that file as a chat line from you, including comman
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...aching. The other expected result is the AI acting more sensibly when its command station has been prematuraly destroyed or when ships are freed from a guard * In multiplayer games, all player-controlled command stations now automatically fold out into mobile builders for allied players. This s
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * Logistical Command Stations now Watch adjacent planets * Fix a bug where the Tech menu would always list an incorrect number of each Command Station Type
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...ld have to make a conscious decision (either in destroying the post or the command station) for that to happen. * Fixed bug where only mark I warp-counterattack guard posts were actually launching waves when triggered.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...rm of new warheads, new mercenaries, new turrets, and new lines of command stations. ...our new emphasis on larger centerpieces. The AIs have massive new command stations and guard posts, as well as mobile Guardians that not only defend but launc
    183 KB (30,714 words) - 11:55, 16 September 2017
  • *** The "there are warp gates living next to your king, and it's been a while and you've got at lea ...you anything that did not have an explicit ship cap. So for instance, the command station and the metal harvesters, which are a "what you have here is what i
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...selects according to its tier (basic combat ship, advanced combat ship, or command ship) rather than according to its splinter faction race. ...er attack" message is now broader and should encompass all ways in which a command station can take damage, notably including plasma-siege under-forcefield sp
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...nges to wave interval (which impacts wave size), re-imagining the Military Command Station's weaponry, and adding the new per-planet-cap'd Minifortress. * Made fortresses, forcefield generators, and command stations drop rebuildable remains when they die, greatly reducing the need for micro
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...ommand station now have new, larger graphics and icons. This includes the command station cores. This makes them more attractive, but also easier to see and ...nd don't have any bearing on capturing planets unlike regular full command stations.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...ships sent from another galaxy through a wormhole by a [[AI War:Warp Gate|Warp Gate]]. ...munity. The name displayed over a wormhole leading to an AI planet with no warp gate on it has an orange tint instead of the usual reddish color. On the ga
    5 KB (878 words) - 14:09, 29 November 2016
  • *** Paralysis mines innately provided with Logistics stations is now 20 instead of 30. Granted per hack remains 20. Starting count on bat *** Jammer mines granted per hack now 8 instead of 10. Starting count on battlestation
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * Fix a bug where things were Autobuilding before the Command Station had finished building * Command Station changes.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...I will instead spawn waves on one of its own planets as long as there is a warp gate present, and that wave will immediately become threat. Every AI planet ...structures overtime. However, a reconquested planet's command station and warp gate will no longer give out any AIP. So if you want to take back the plane
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...ced by the AI central command, has survived. These are the forces you will command. The AI subcommanders will fight you to the death when they see you -- but ...fenses. Best ship class for hitting force fields and the final AI command stations.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...fenses. Best ship class for hitting force fields and the final AI command stations. ...ship that repairs itself when it damages enemies. Unless issued a specific command by its controller, it will automatically attack nearby enemies.
    41 KB (6,447 words) - 19:47, 1 February 2015

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