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  • ...as been completely overhauled for AI War. Previously, the home planets for the AI were always very similar to one another, and often they were something o ...he AI home command stations. You had to destroy those, and that was really the only goal; therefore, that was super hard if you didn't have enough firepow
    6 KB (1,058 words) - 19:48, 1 February 2015
  • * Added Mouse tab to the Input Bindings screen; it's just a static listing of controls and cannot be ...a game with an expansion disabled when the "last used" AI Type for one of the AIs requires that expansion.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...se notes became too long and a successor page was created in order to keep the length down. ...especially on starting battlestations. Effectively a long running tweak in the scalings file doubled all mine counts and some base game starting battlesta
    338 KB (54,548 words) - 10:53, 26 June 2023
  • |[[File:AIWarEye.png|100px|left|Eye]] || valign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Sen .... Specifically, the AI Eyes make sure that your ships only ever outnumber the AI ships 2:1. Spawned ships are zombie bots, which are overly aggressive a
    2 KB (335 words) - 01:06, 25 February 2013
  • ...ut it wound up taking over four months and touching almost every aspect of the game. A more detailed writeup can be viewed [https://store.steampowered.co ...amount of refinement and polish in this phase was also really intense, and the final product is something we're super proud of.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • [[AI War 2: Sunset of The Badger Era]] ...equivalent of "first AI War plus four expansions," we were ready to tackle the next big thing: multiplayer!
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...ltiplayer was better than ever. This phase marked the very last stages of the multiplayer beta before it left that status. ...r this period), plus some other bits that we just always wanted to add for the game.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • [[File:AIWarLotS.jpg|center|Light of the Spire]]<br/> <b>The Spire are coming...</b>
    28 KB (4,541 words) - 20:03, 6 August 2020
  • =What exactly is added in the Light of the Spire expansion?= ...at, it adds a ton of more types of large ships, notably the spirecraft and the bonus ship types. In all, there are 180 new ships added in this expansion,
    27 KB (4,399 words) - 09:07, 23 October 2018
  • |[[File:AIWarEye.png|100px|left|Eye]] || valign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Thr ...net in this galaxy. Those ships will then seek to attack the humans where the opportunity seems best.<br/>
    3 KB (397 words) - 01:22, 25 February 2013
  • ...n|AI Home Command Station]]. There are always two of them in each game and the ultimate objective is to destroy both command stations. On the galaxy map, an AI Homeworld has a bigger star and a larger halo (white or r
    2 KB (374 words) - 17:40, 26 October 2016
  • |[[File:AIWarEye.png|100px|left|Eye]] || valign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Tra ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.<br/>
    3 KB (328 words) - 01:25, 25 February 2013
  • |[[File:AIWarEye.png|100px|left|Eye]] || valign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Rai ...it dies automatically with the last such guard post. When fully charged, the Raid Eye will trigger an attack wave.<br/>
    2 KB (316 words) - 01:19, 25 February 2013
  • |[[File:AIWarEye.png|100px|left|Eye]] || valign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Pla ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.<br/>
    2 KB (314 words) - 01:13, 25 February 2013
  • ...BL light source that is much bluer and also brighter, changing the look of the dark side of ships and objects. ...a way to get the glowy look simply by using HDR emissive colors that give the illusion of glow thanks to changing shades at oblique angles.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • Updated Bomber I, II, III, IV, Core Updated Cruiser I, II, III, IV, Core
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...e much experience with this game (hopefully you have played through all of the in-game tutorials already at this point, though -- they are invaluable even ...2, which will be extremely easy and will give you more time to get used to the game.
    40 KB (7,197 words) - 01:47, 5 October 2016
  • -added support for AI plots, which are enabled in the new "AI Plots" tab in the new game lobby. ...on the death of the core command station of the AI with the avenger plot. The Avenger is incredibly powerful, and will go straight for human home command
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...n a variety of different hacking types; players can go negative on HaP but the AI response is then very aggressive. Hacking gives players a number of way As of core game version 8.xx, almost all hacking gets done through the Hacker unit, which places immobile hacking devices in AI systems.
    13 KB (2,173 words) - 05:59, 28 July 2016
  • ...se-oriented. The type you're up against can greatly influence how you play the game. ...hard.) Note that while not all the red types are technologists, sometimes the wiki and game still refer to them all as "technologist."
    24 KB (3,558 words) - 16:52, 18 May 2019

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