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  • [[AI War 2: Post Completion]] *Doubled Mines for Orbital Stealth Guard posts and they can spawn in a second, farther ring
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...power costs have been decreased somewhat (to make defense somewhat easier post-shields). ...I Master Controller). This was hilarious, but not a good idea for the game-engine.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...rden Fleet, Neinzul in the Border Aggression and Templar in the Praetorian Guard. **Cockatrice: Corvette cap. Engine stunner/Weapon jammer. Anti-strikecraft
    121 KB (19,212 words) - 17:14, 3 June 2024
  • -AI planets no longer get extra reinforcement ship cap from wormhole guard posts. This makes the practice of "neutering" AI planets once again effect ...vides incentive for players to at least partially neuter really high-guard-post-containing planets that are near to the player's area. On the higher diffi
    41 KB (6,639 words) - 19:47, 1 February 2015
  • * [[AI War:Zenith Siege Engine|Zenith Siege Engine]] (set-up time, AoE attack) * [[AI War:Spider Bot|Spider Bot]] (engine damage)
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ...or the Core variant of this structure that appears on AI Homeworlds, see [[Raid Eye (Core)]].<br/> ...dies automatically with the last such guard post. When fully charged, the Raid Eye will trigger an attack wave.
    2 KB (322 words) - 08:59, 17 August 2016
  • ...t planet is next to several Human planets). That strategy is called ''gate raid'' by the community. The name displayed over a wormhole leading to an AI pla ...[[AI War:Warp Gate Guardian|Warp Gate Guardian]]. Players planning a gate raid must be on the lookout for these kind of units as destroying the warp gate
    5 KB (878 words) - 14:09, 29 November 2016
  • ...he regular variant of this structure that appears on most AI worlds, see [[Raid Eye]].<br/> ...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
  • * Destroying a [[AI War:Core Guard Post|Core Guard Post]]: '''+1''' ''(And unless Lazy AI option is on, it also raises the AIP floo * Destroying an [[AI War:Alarm Post|Alarm Post]]: '''+5'''
    3 KB (550 words) - 13:51, 21 October 2016
  • ...of AI-war gameplay. A Ship's base speed is determined by a ratio of their engine health over max-health, with a minimum of 1. ...ts will just as easily stop that core [[AI_War:Raid Engine Guard Post|Raid-Engine]] wave as a mark-I wave.
    3 KB (453 words) - 12:16, 23 September 2017
  • ...guerrilla-style raids until it dies automatically with the last such guard post. When fully charged, the Threatening Eye will warp additional AI attack sh ...Eye]], [[Plasma Eye]] [[Plasma Eye (Core)|(Core variant)]], [[Raid Eye]] [[Raid Eye (Core)|(Core variant)]], [[Sentry Eye]] [[Sentry Eye (Core)|(Core varia
    3 KB (397 words) - 01:22, 25 February 2013
  • ...e same amount of damage as the base sniper turret, but which also inflicts engine damage. ...ked player ships will once again auto-attack enemy ships. To do a stealth raid with cloaked ships, simply pause them before taking them into enemy territo
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...less RAM turnover per frame" improvements have been made to the underlying engine. * A huge amount of replumbing of our mouse handling system in our general engine has been done so that all of our various controls can now respond to middle
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ...id Starship, then those specific fighters will forever more prefer to kill Raid Starships, or if those are not available, then Starships in general, or els -Guard posts (not command stations) of the AI will now start trending to being mor
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...ese waves are the same as the waves spawned by a [[AI War:Raid Engine|Raid Engine]] and can be countered with the same strategies.
    822 bytes (122 words) - 09:55, 9 July 2016
  • ...guerrilla-style raids until it dies automatically with the last such guard post.<br/> ...Eye]], [[Plasma Eye]] [[Plasma Eye (Core)|(Core variant)]], [[Raid Eye]] [[Raid Eye (Core)|(Core variant)]], [[Sentry Eye]] [[Sentry Eye (Core)|(Core varia
    3 KB (328 words) - 01:25, 25 February 2013
  • ...guerrilla-style raids until it dies automatically with the last such guard post.<br/> ...Eye]], [[Plasma Eye]] [[Plasma Eye (Core)|(Core variant)]], [[Raid Eye]] [[Raid Eye (Core)|(Core variant)]], [[Sentry Eye]] [[Sentry Eye (Core)|(Core varia
    2 KB (314 words) - 01:13, 25 February 2013
  • ...guerrilla-style raids until it dies automatically with the last such guard post. Specifically, the AI Eyes make sure that your ships only ever outnumber t ...Eye]], [[Plasma Eye]] [[Plasma Eye (Core)|(Core variant)]], [[Raid Eye]] [[Raid Eye (Core)|(Core variant)]], [[Sentry Eye]] [[Sentry Eye (Core)|(Core varia
    2 KB (335 words) - 01:06, 25 February 2013
  • ...ting player ships from retreating. Counterattack waves, event waves, raid engine waves, and other specialized forms of waves won't ever include a beachhead. ...>The AI will seed nefarious "Counterattack Guard Posts" in among its usual guard posts. While weaklings in combat, when one of these posts is destroyed it
    5 KB (869 words) - 03:23, 16 August 2016
  • **[[Wormhole Guard Post]]s **High-priority immobile targets including [[Raid Engine]]s and [[Alarm Post]]s
    4 KB (544 words) - 20:20, 15 May 2015

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