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- -Tactical retreats have been added for the AI on difficulty 5 and up. If the AI finds itself sorely outnumbered on a planet, it will n ...as overwhelming odds against the player, it now acts a lot more vicious on difficulty 5 and up.48 KB (8,166 words) - 13:40, 1 February 2015
- ...y AI will also react differently with those now-free units. The higher the difficulty, the more accurately the AI gauges its forces against yours in deciding if ...he non-homeworld planets. Or, more specifically, to counteract the lowered difficulty that is also contained in this release in the form of the lowered AI per-pl8 KB (1,442 words) - 02:58, 17 June 2016
- * EMP guardians only appear on difficulty 7 and up. * Warp gate guardians only appear on difficulty 7 and up.10 KB (1,457 words) - 12:01, 21 August 2016
- ...at's allowed to be Guardians' tunable, which right now caps out at 45% for difficulty 10 ...things from seeding. These were causing map generation failures on higher difficulty levels.260 KB (44,014 words) - 13:36, 4 October 2018
- 2. Higher AI Difficulty levels lead to larger or smaller waves, not quite linearly. 4. The max/min time between waves varies by AI Difficulty level, and is randomized by around 30ish minutes or more (per AI). The wav7 KB (978 words) - 13:46, 1 February 2015
- * If highest AI difficulty is < 7, base value is that difficulty * 0.15. * If highest AI difficulty is >= 7 and < 9, base value is 1 + (difficulty - 7) * 0.5 (so diff 7 = base value of 1).11 KB (1,779 words) - 14:03, 1 February 2015
- ...tems, perks, enemy scaling, pools etc). The game should have a much better difficulty curve now. No longer should the end bosses be easier than the early bosses. ****the lowest and highest difficulty where this entry will be considered (default: always consider)63 KB (10,263 words) - 17:36, 25 October 2018
- ...r disabled in the game lobby, and reconquest waves are locked behind a per-difficulty AIP threshold. * Golems: On High difficulty, the AI will send very primitive Exogalactic Strikeforces againt you. Mediu154 KB (26,552 words) - 11:21, 1 August 2018
- * Redo how the Templar Initial Encampments spawn. Now each Templar Difficulty comes with a number of Initial Encampments to spawn (1 at >= intensity 5). * Add a BonusInitialEncampments option to the Templar Difficulty to allow for spawning more Templar Initial Encampments; these are weaker an126 KB (20,934 words) - 21:28, 22 April 2022
- ...ith into more ship types, if that makes sense. So it doesn't increase the difficulty unless the ship type itself is more difficult. ...ew ship types after that point. Here again it's not so much a question of difficulty usually, unlike the actual numbers of ships built, and the tech level of th15 KB (2,573 words) - 15:05, 24 April 2015
- * Difficulty >= 10 = 3300 - ( AI Progress ) * Difficulty >= 9 = 3600 - ( AI Progress )2 KB (373 words) - 13:47, 1 February 2015
- * "Situation Analysis Difficulty" is now shown at all times, not just when you've added a unit of that sort. * Added a new difficulty details popup that happens when you click the difficulty level icon on the top bar.63 KB (10,632 words) - 10:14, 5 April 2024
- ...save files into losses if players do not carefully defend themselves. At difficulty 7, these waves range in strength between 875 and 1680 ships -- of whatever -All of the difficulty levels now have descriptive names, ranging from "sandbox" to "doom."20 KB (3,494 words) - 13:39, 1 February 2015
- ...all eligible worlds are thus seeded; the number is influenced by the AI's Difficulty level, and the higher Mk versions are seeded less. === Difficulty Level ===17 KB (2,871 words) - 11:31, 26 May 2015
- We've heard of brave souls starting their first FS game on difficulty 7.6+ with Advanced Hybrids on and stuff like that. More power (and bandaid ...d you will see bigger and more powerful ships. If you're on a high enough difficulty and/or have enough human homeworlds (via multi-hw start or multiplayer) you30 KB (5,095 words) - 15:36, 22 December 2016
- 15 minutes * (10 - First' AI's Difficulty) / (First AI's [[AI War:Handicap Multiplier|Handicap Multiplier]]) So if the first AI has Difficulty 7.3 and no handicap (handicap = 100%) it's 15 * 2.7 / 1 = 40.5 minutes.4 KB (530 words) - 14:06, 1 February 2015
- ...all eligible worlds are thus seeded; the number is influenced by the AI's Difficulty level, and the higher Mk versions are seeded less. === Difficulty Level ===17 KB (2,848 words) - 15:37, 1 February 2015
- The Threat Fleet is enabled at [[AI War:Difficulty|Difficulty]] 6+ as part of the "smart" behaviors the AI has progressively access to be ...walk to human territory without checking its chances of success. At higher difficulty, the Threat may gather and form a Threat Fleet, which has access to more ad3 KB (473 words) - 03:42, 25 August 2016
- ...under small sun-like projectiles with an animated version. (Including Hard difficulty projectiles) *Updated the descriptions of the difficulty levels with the latest changes.47 KB (7,365 words) - 20:22, 26 January 2024
- ...m Harder Non-Technologist. A random AI type that includes only the higher-difficulty types, but none of the "technologist" types. -On difficulty 7 and up, the AI is now smarter about taking out key targets when it is out107 KB (17,661 words) - 11:54, 16 September 2017