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  • =='''Why Do The Enemy Waves Get So Large So Fast?'''== ...really huge incoming waves way faster than before. Is there anything I can do to prevent this?
    8 KB (1,187 words) - 14:12, 1 February 2015

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  • ...ding and so on be as bug-free and compatible as we wanted for the future. So this was supposed to be a digression that would take a week or two at most, * Fix a bug where templar assault waves weren't being sent. This was leaving the necromancer starved of resources.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...//store.steampowered.com/news/app/573410/view/3017950497116448442 here] to get you up to speed. * In the Esc Menu, details about each AI's waves are no longer visible unless you hold down CTL.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...was undertaken. That aimed to restructure the code of the game to really get rid of a TON of annoying things and things that slowed down the simulation ..._Badger_Era#The_Badger_And_Puffin_Legacy|retired like Puffin before him]], so for a while it seemed like it was a one-person show again (me, Chris) on bu
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...ing the feeling that it is spiraling out of control is not. We had slowed so many aspects of the solar map down already in order to avoid that feeling e ** Enemy of my enemy.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * Tons of additions to make the game more accessible and easier to get into for new players! ...king we reduced the overall hitbox of the character's heights in general. So that meant that the ducking was suddenly incredibly more effective than it
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...mpion-only players can immediately spawn rather than waiting 20 seconds or so to build up the initial charge. ...ged the positioning of the list of available modules for the selected slot so that it's always the same horizontal distance from the right edge of the wi
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...ign now explicitly have zero energy use because of ongoing bugs where they get created as non-minor-faction units (bugs which will be fixed but probably n ...high had the correct size, normal waves were 1/2 the correct size, and low waves were 1/4 the correct size.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...the alpha was in a stable enough status that we did get some questions of "why not just call it beta now?" ...g to Early Access in late 2018. (The Pivot, initially, and later FleetS). So that was going to be a giant "one man job."
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...lly implementing the new lobby and how a lot of that works, for instance. So a whole bunch of great things happened. ...ets-based paradigm. And figuring out a whole new way to do tutorials, and get those back in, was a big piece.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...ocus to account for really handling mods well, as well as adjusting to the large Paradigm Shift phase that came next. This phase did see a major UI overhau ...r methods in the same class for good measure. On MP clients, also made it so that it just ignores these errors, since they will be quickly corrected by
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...t of fun thinking-about-interesting-challenges you do during gameplay, and so on. ...that turned out to be a vastly longer proposition than first thought, and so we wound up splitting into another phase where we refine the fleets concept
    287 KB (48,412 words) - 12:06, 3 July 2019
  • Once we had the first expansion under our belt, and the game was feeling large and solid at the equivalent of "first AI War plus four expansions," we were ...u could just edit and create a single one, but if you renamed it you would get a new one.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...lanced. These things drift with time, and with the recent introduction of so many ships in the last two expansions and AI War 4.0, a sweeping overhaul w ...on an inflated difficulty based on 3.x or 4.x, they should be prepared to get crushed.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...e immediately switching back to boosting the dock as soon as it is able to do anything. ...king that sort of error in the future (and hopefully prevent us from doing so).
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...5.0. So that's certainly a good reason to have such huge patch notes and so many changes! ...only awaken when many ships die near their spawners, but once they really get going neither the AI nor player will find them easy to stop.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * MLRS Guardians (normal and Dire) hull type from medium => artillery, so that they don't counter their triangle counter (was fighters, is now bomber ...Guardian description to reflect that it doesn't fire sniper shots anymore (so scout starships aren't gonna help).
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...tarting battlestation layouts previously were not updated to reflect that. So now instead we are undoing that scaling tweak and going through adjusting l ** "I've never seen the AI so pathetic. I mean i assume there is an AI alive somewhere behind the wall of
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...ff that was added as part of the new Children of Neinzul micro-expansion. So here we go: ...asy or necessary, returning it to the proper role of "last ditch effort to get out of a hole". This was a really tedious activity since players were emba
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...uck spending real "wall-clock" time without much actual "game" happening. So salvage allows the AI to harvest the remains of your ships lost in its terr ...could improve champions) were so disconnected from the rest of the game. So we've added an optional alternate way to improve your Champion units that's
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...with. But inevitably, the more people we had playing it, the more things get brought to our attention to refine and make as smooth and fun as possible. ...ow multiplies that amount by the number of ships in the stack, maximum 20 (so 2% would lead to 40% in a stack of 20 or more).
    179 KB (30,218 words) - 23:28, 1 January 2020

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