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  • * The rules for building placement for the AI are not much different from the prior version, with a few exceptions: ...n now build buildings next to the buildings of other players at will. The AI is still restricted on that in most cases, but the player does not have tha
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ...cused on adding more broad ways to play the game, such as the Fallen Spire story campaign and the Defender Mode campaign mode. Along with that, it adds a to ** More details [[AI War:What_Is_The_Fallen_Spire_Minor_Faction|here]].
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ...cused on adding more broad ways to play the game, such as the Fallen Spire story campaign and the Defender Mode campaign mode. Along with that, it adds a to ** More details [[AI War:What_Is_The_Fallen_Spire_Minor_Faction|here]].
    28 KB (4,541 words) - 20:03, 6 August 2020
  • * Formations, which were in early versions of AI War 2 and tied to control groups at the time, have been renamed Fleet Forma * Build Queue Policies, which were in early versions of AI War 2 and tied to control groups, are being phased out. Along with the met
    122 KB (21,444 words) - 14:29, 18 April 2019
  • <big>'''How Does The AI Think?'''</big> ...why the current system makes for good gameplay, but if I were playing the AI side I would win in under 5 minutes.
    7 KB (1,278 words) - 13:44, 1 February 2015
  • ...ies can be found in the 3journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". During a recent routine scan for variations in the AI's warp grid, our personnel detected an abnormal subspace signal near our ow
    41 KB (6,782 words) - 12:38, 27 February 2015
  • ...k on this link to be directed to the correct page: [[AI War:Minor Factions|AI War Minor Factions]]<br/> ...start, or arrive from hiding deep space. Some grander minor factions adds story-driven missions, often featuring risks and rewards, that the players can fo
    10 KB (1,590 words) - 15:57, 22 November 2018
  • * The various "foward" buildings of the AI have largely been removed or condensed, and in a few cases renamed. These * Repairs now cost 50 crowns per 1 health repaired, for both players and AI, and is filed under a new accounting record type for Repairs.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • If you'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]] ...r phases. It's more of a "showdown" style confrontation with the AI. The AI knows that it needs to stop you _before_ you can build up your true strengt
    30 KB (5,095 words) - 15:36, 22 December 2016
  • :''For detail about the Hives themselves, see [[AI War:AI-Neinzul Hybrid]].'' Hybrid Hives are an optional AI Plot introduced in the [[AI War:Children of Neinzul|Children of Neinzul]] micro-expansion. They are co
    17 KB (2,871 words) - 11:31, 26 May 2015
  • Hybrid Hives are an optional AI Plot introduced in the [[AI War:Children of Neinzul|Children of Neinzul]] micro-expansion. They are co ...o the AI. The Hybrids have a much more aggressive outlook than the "main" AI and are much more "concerned" by your continued existence.
    17 KB (2,848 words) - 15:37, 1 February 2015
  • ** But, the two of you ''can'' play VS against the AI this way (more on this in the section on VS, below). ...room for the AI to have a board of its own, so you can't play against the AI in VS mode with multiple boards. You can only play against each other.
    17 KB (3,116 words) - 19:53, 1 February 2015
  • ...health over a 3 minute period, then self-destructs.<br/>Created inside a [[AI War:Hive Golem|Hive Golem]], when these are unloaded they are uncontrollabl ...ians will be able to handle these much more easily (comparatively) than an AI without considerable gravity effects.
    1 KB (220 words) - 11:22, 9 July 2016
  • ...nd-the-scenes work and testing (first multi-well play, now VS mode and the AI), and which tend to break a lot of the game until we get them fully back th ...ore special blocks, more items, more modes, more themes, more levels, more story, and then a bunch of fairly modular features like high scoreboards, achieve
    10 KB (1,627 words) - 19:52, 1 February 2015
  • ** Thanks to gnosis for reporting the lack of story display. ...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.
    59 KB (9,843 words) - 15:39, 19 November 2015
  • ...w the game is running on their computer (and yours), scores, the AI Types, AI dificulty, player colors, and resource flow modifiers. *There are totals for planets and ships belonging to the AI and Human Players
    5 KB (842 words) - 19:50, 1 February 2015
  • == AI War 3.x to 4.0 == ...ner (formerly Marisa Park) also was involved a lot in Tidalis, writing the story for the adventure mode of the game while she was pregnant with our son.
    5 KB (893 words) - 11:37, 9 August 2021
  • The adventure story is now more than 2/3 implemented into the game, and we're really pleased wi ...ity into over time beyond the basics, and which we can also make a part of AI War 4.0 when that comes out in a few months.
    16 KB (2,663 words) - 12:25, 31 January 2015
  • ...ecause their ranged attacks are too short-ranged to work with the intended AI for those missions. * Improved the AI on some of the enemies that are larger to not attempt to go up and down slo
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ...who likes the more action-oriented puzzle levels, and wants a lighthearted story as well. It starts out very easy, but gets quite challenging by the end of === Do you like direct competition with other players or an AI opponent? ===
    15 KB (2,610 words) - 19:53, 1 February 2015

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