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  • * Fixed a bug where an AI ship that was trying to attack a human ship was still in low-power mode and thus restricted to hurling itself bodily at ...now played on Normal speed rather than the former Epic. This prevents the ship movement, etc, from feeling sluggish, and doesn't really make the game feel
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...earby planets -- if there are Data Centers, Advanced Research Stations, or Advanced Factories, go for those. * Research some technologies -- if you're new, try starting with the Mark II and Mark
    7 KB (1,144 words) - 09:10, 17 April 2015
  • ...Visual Solomesh Ship variant has been added that lets us have much simpler ship definitions that are cheaper to move around on the CPU, and draw more effic * Fixed some problems with the mouseover ship tooltips being too "sticky" (choosing to show what it had been showing vers
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * Made a variety of internal changes to have ship, shot, squad, and so forth movement more efficient. ...m squads of multiple ships and/or multiple shots coming from an individual ship. Previously if a shot's delay "expired" during any of the fairly-coarse sim
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * In a spate of further (justified) paranoia, the entity ship-to-ship lines, and the planned metal flows, have been hardened against the sort of * If a human player ship fires on a guard or something that has guards, then the guarded-thing and a
    260 KB (44,014 words) - 13:36, 4 October 2018
  • == New Bonus Ship Classes == The base game of AI War includes 27 "bonus" ship classes beyond the base fighter, bomber, frigate, scout quartet that is in
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ...ling the metal requests to the sim speed, no longer receiving the 'Unknown Ship' message, and no longer omitting a bunch of flows * There is a new is_upgraded_via_fleet_exp xml tag that is required for a ship type to actually upgrade via the fleet levels.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • == New Bonus Ship Classes == The base game of AI War includes 27 "bonus" ship classes beyond the base fighter, bomber, frigate, scout quartet that is in
    28 KB (4,560 words) - 19:50, 1 February 2015
  • ...with [[Abilities|Ability: Gathers Scout Intel]] is required to display the ship sidebar on the right hand side of the screen and to remove the ??? from the ...Stations]] unlock another [[AI_War_Ships_and_Structures#Fleet_Ships|Fleet Ship]] for you to build at the [[Space Dock]].<br/>
    9 KB (1,467 words) - 15:37, 1 February 2015
  • ** An interesting thing that I expect to see a lot of is advanced players "playing ahead" and accomplishing goals for later acts before they * The advanced water well (boring!) from the food category has been removed, and that buil
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...pawn target cost always using the minimum cost contained. This lead to the ship spawner being able to go into debt even when it wasn't supposed to. ...tments to make Frigates more usable by always having a bit more of them in ship lines:
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...I War:Design Backup Server|Design Backup Server]] ('''Hack''')<br/>Holds a ship blueprint that can be downloaded or corrupted. ...e:AIWarAdvFac.png|50px|left|]] || valign="top" | [[AI War:Advanced Factory|Advanced Factory]] ('''Capture''' / '''Hack''')<br/>Allows fabrication of MkIV ships
    3 KB (470 words) - 10:40, 17 August 2016
  • ...abs generate 2 knowledge per second, Mark II Labs generate 3, and Advanced Research Stations generate 6. Regardless of the rate of knowledge gathering, the max Capturing an Advanced Research Station immediately captures 500 bonus knowledge for all players. This is n
    3 KB (508 words) - 05:40, 18 August 2016
  • Updated ScienceLab, ScienceLabII, Advanced Research Station ...eir targeting accordingly, preferring ships of that specific type, or if a ship of that type is not available, then any ships of that class. For exampl
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...number of optional intermediate objectives to complete, such as capturing Advanced Factories and destroying the AIs' Data Centers. ...then send it to the front; the galaxy's too large. Periodically build new ship construction facilities in forward locations so that your supply lines are
    9 KB (1,491 words) - 08:41, 28 May 2016
  • ...means using [[AI War:Cloaker Starship|Cloaker Starships]] and [[Transport Ship]]s to reach and secure the planet, then using [[AI War:Command Station#Warp [[File:AIWarTradeShip.png|50px|left|Trade Ship]] ''These alien traders are happy to do business with anyone who can pay. T
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ** All in all these should make the advanced play with the calibers and concentrations a lot more interesting than in th ...where the stationary floor and swimming were still spawning in the robotic research facility escape sequences when they were not supposed to be. This was maki
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...it becomes harder and harder to defend. I end up trying to spend lots of research on turrets and whatnot, but still it always seems to become unmanageable. ...ilar to that. Generally once you get your Advanced Research Station, then research all the knowledge on that planet, there are only two benefits to holding th
    8 KB (1,433 words) - 19:48, 1 February 2015
  • While a survey ship is moderately expensive, we are recommending constructing one to investigat We recommend dispatching the survey ship to investigate as quickly as possible.
    41 KB (6,782 words) - 12:38, 27 February 2015
  • ...heard of brave souls starting their first FS game on difficulty 7.6+ with Advanced Hybrids on and stuff like that. More power (and bandaids) to them. If you build a Survey Ship (it's right next to the normal science ships on the build menu) it will sca
    30 KB (5,095 words) - 15:36, 22 December 2016

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