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  • ...n starting a new game. If you are a strong player (able to beat a Moderate AI at 8+) then this advice may not really applicable, though it may still be i ...it. Keep in mind that all this advice is imprecise; things like map type, ai type, your available ship lines, etc... can make a large difference. Anothe
    23 KB (4,003 words) - 17:01, 6 August 2022
  • * 4 new Mission Types ...etas but minus the intermediate bugs. See [[AI War:AI War#Release History|AI War's three-year post-release history]] for how this works.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • [[AI War 2: Early Access Starts!]] ...ause all potential builders are disabled for some reason, it says what the disabled reason is rather than saying they can't be found.
    50 KB (8,414 words) - 11:12, 15 October 2018
  • :''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
  • ...s/1746490 Spire] kickstarter goal, and draw further inspiration from the [[AI War:What Is The Fallen Spire Minor Faction|Fallen Spire Minor Faction]] fro ...Relics Capture quests, a ton more city buildings, and more variety in the AI response. Also a number of minor factions have unique attributes that can o
    23 KB (4,043 words) - 14:00, 6 April 2022
  • 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
  • ...hot in the salvo, it spawns these patterns, which should only contain shot types of GameEntityCategory.NonSim **if you've got none of that resource left, the system is considered disabled
    40 KB (6,698 words) - 12:54, 5 January 2018
  • ...he age of man except in the tutorial, and sandbox mode and multiplayer are disabled. ...ps leave building ruins that have any bonuses in them. All other building types leave no bonuses now.
    132 KB (22,317 words) - 12:25, 31 January 2015
  • -Previously, if there was no command station present at an AI planet receivingreinforcements, then some of the ships would just appear at ...Also, wormhole reinforcements in general have been toned down a bit until AI difficulty 8.
    18 KB (3,048 words) - 19:47, 1 February 2015
  • ...ut at one time. Now the following caps have been put in for other monster types that come from spawners: ...bled. This saves considerable fiddling. Double-jump is now automatically disabled as soon as you get triple jump, which replaces it, as part of this.
    304 KB (51,505 words) - 19:51, 1 February 2015
  • * Fixed an issue that could make it so that miniboss types still were not being seeded in every room. ...take up an abnormally large amount of your screen compared to other region types.
    109 KB (18,636 words) - 19:51, 1 February 2015
  • * Fixed a bug where the luminith tower and ark were showing as disabled for placement even if you had the resources and could actually place them. === Random Map Types And Factions ===
    150 KB (24,846 words) - 12:25, 31 January 2015
  • * Built-in unity shadows have now been disabled in the game. These were just too huge of a performance hit for too many pe * A number of new things are now disabled by the occlusion system, leading to yet more speed boosts.
    79 KB (13,456 words) - 16:18, 24 August 2016
  • ...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
  • ...t is a [[AI War:Fortresses|Fortress]] and shares some perks with the other types. ...rmal 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
  • Mark V jumpships (and only Mark V) are immune to [[AI War:Black Hole Machine|Black Hole Machines]] (new in [[AI_War:Current_Post- ...} | [[Ammunition Types and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]]
    8 KB (1,023 words) - 13:18, 28 October 2017
  • ...use 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 th ..., for now the new achievements have generic achievement icons (copied from AI War, if you're curious); this may or may not change before the next officia
    48 KB (7,844 words) - 17:22, 2 February 2015
  • ...ou had not yet talked to the AGI researchers and fully unlocked those unit types. * Fixed an issue where bulk androids were showing up in the unit types screen before the actual bulk android mechanic was unlocked.
    173 KB (29,819 words) - 20:55, 17 June 2024
  • Engine damage is one of the less common aspect of AI-war gameplay. A Ship's base speed is determined by a ratio of their engine ...s into your territory. This is very useful when planning defenses in which AI ships have to travel a large distance to reach their targets, especially in
    3 KB (453 words) - 12:16, 23 September 2017
  • ** These also do some worldbuilding explanations on the various types of mind farm participants and why they would show up, so that's nice. * Fixed the chat message log visibility time to be 15 seconds rather than 5. AI War 1 and 2 both use 10 seconds, but they pop things up more frequently.
    63 KB (10,632 words) - 10:14, 5 April 2024

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