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  • ...come from with gate raiding or anything of that nature. It takes existing AI fleets that are set for defense and puts them on attack. Once released, th ...d by an internal timer. The occurence of a CPA will depend heavily on the AI Difficulty. They will usually occur anywhere from every 3 to 5 hours.
    11 KB (1,701 words) - 15:33, 24 April 2015
  • ...to defend a system without a FF protecting my base (you only get 15). The AI can always throw a few 100 guys through a gate at my once in a while and I ...ou at the planets that you don't want them to arrive at. Depending on the AI type you are facing, the waves might be the primary threat against you (Rai
    8 KB (1,433 words) - 19:48, 1 February 2015
  • [[Skyward Collapse - Post 2.0 Release Notes]] ==Skyward Collapse 1.0-2.0 Period Round Up ==
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ...tain is a lot more difficult now. It has been promoted to now be a HARDER AI type instead of a MODERATE one. ...e scenarios from what they previously were. For one thing, this will make AI players use lower-level force fields on lower-level planets, like they shou
    16 KB (2,661 words) - 13:39, 1 February 2015
  • ...ion. For a more general discussion of the difficulty of the game, see [[AI War:Choosing A Difficulty Level|Choosing A Difficulty Level]].'' Each AI has a difficulty setting ranging from 1 to 10 affecting the quantity of shi
    2 KB (390 words) - 03:20, 25 August 2016
  • This unit is a [[AI War:Fortresses|Fortress]] and shares some perks with the other types. Unlike normal Fortresses, these do not require [[AI War:Supply|Supply]] and are not disabled by lack of it.
    5 KB (616 words) - 07:31, 27 July 2016
  • '''''Response from Chris Park, AI War's Lead Designer:''''' * 2. Some players like to micromanage the reactors to gain an added advantage.
    9 KB (1,595 words) - 14:05, 1 February 2015
  • ...g the AI Progress more than it needs to be for comparably little gain, and 2) if there is a much higher-level planet adjacent to your planet, you might ...igher difficulties, however, make sure you also check out this topic: [[AI War:No Warning On Waves?|Why Are Waves Coming In Without Warning?]].
    4 KB (787 words) - 19:49, 1 February 2015
  • ...page was written in November 2010. For a more up-to-date guide, see [[AI War:Why Do Enemy Waves Get So Large?|Why Do Enemy Waves Get So Large?]] 1. Higher AI Progress leads to larger waves, pretty linearly.
    7 KB (978 words) - 13:46, 1 February 2015
  • ...o extra cost, in the age of monsters mythological creatures start at level 2, and in the age of gods they start at level 3. * New catastrophic woe: Elven War
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ...Preservation Wardens are an optional minor faction introduced in the [[AI War:Children of Neinzul|Children of Neinzul]] micro-expansion. This page is cur ...ing anything like this (in this galaxy, at least) so the wardens leave the AI alone. You, on the other hand, have the temerity to impinge upon the sover
    4 KB (530 words) - 14:06, 1 February 2015
  • ===AI War=== ===AI War===
    2 KB (244 words) - 20:33, 26 October 2018
  • ** If you enable this optional rule then each normal mission will take 2 days instead of 1 (the Robot Control Centers will still take 5), causing tw ...e not only here but also in Spectral Empire and The Last Federation and AI War. This new system does highly-efficient sprite batching, which makes the fr
    48 KB (7,844 words) - 17:22, 2 February 2015
  • ...einzul, and Spire splinter factions. There are also new bonus ship types, AI types, map styles, core guard posts, modular fortresses, a new minor factio ** Several mysterious, ancient structures exist on AI planets throughout the galaxy. They cannot be harmed, and do not have any
    9 KB (1,324 words) - 20:04, 6 August 2020
  • ...'d rather discover the details yourself but want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]]. (If you want the details without technical mumbo-jumbo, there's a [[AI War:Fallen Spire Walkthrough|walkthrough]])
    11 KB (1,779 words) - 14:03, 1 February 2015
  • ...arhead]]. Specifically, it increases [[AI War:AI Progress|AI Progress]] by 2/4/6 (Mk. I/II/III) when destroyed. ...lgCtr}} | I || {{AlgCtr}} | 2,000,000|| {{AlgCtr}} | 1,500|| {{AlgCtr}} | 2 sec || {{AlgCtr}} | 20,000,000 || {{AlgCtr}} | 0 || {{AlgCtr}} | 72 || {{Al
    5 KB (581 words) - 14:58, 24 January 2018
  • ...o the player in act 1" to only apply to the player's lander territory; the AI can build next to other territories claimed later by the player. ...this rule during the per-turn check of under-construction buildings, so an AI building can no longer be cancelled by this rule after starting constructio
    59 KB (9,843 words) - 15:39, 19 November 2015
  • -Fixed some logic oversights with the AI trying to make its ships attack targets that are immune to the attacking sh ...and 5,000 respectively), to help rebalance the start of the game since the AI is now so much more fearsome at the start. This also helps to give players
    14 KB (2,434 words) - 13:39, 1 February 2015
  • ...ies that you can hire on any planet. Obtaining Outguards requires [[AI War 2:Hacking|hacking]] the beacon they're on. Once obtained, they can be deploye ...of the sidebar. Note that each group has a specified type of location (i.e AI controlled only) in their contract, and can only be hired if that requireme
    7 KB (1,060 words) - 17:01, 23 September 2021
  • ...unit is a [[AI War:Warheads|Warhead]]. Specifically, it increases [[AI War:AI Progress]] by 50/500/5000 (Mk. I/II/III) when destroyed. ...Metal]], [[AI War:Energy|Energy]], [[AI War:Knowledge|Knowledge]] and [[AI War:Supply|Supply]].
    5 KB (656 words) - 13:28, 17 March 2020

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