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  • ...s, I guess? Except in this case, it's apparently free, special forces, or guard? How exactly does this work? '''A:''' Correct, aside from the special case units (etherjet behavior, for example, or astro trains, or starships,
    4 KB (657 words) - 19:47, 1 February 2015
  • ...AI War:Hybrid Hives|Hybrid Hives]]<br/>The AI has fused Neinzul hives into special starships, creating a uniquely dangerous foe.<br/>{{ReqCoN}} ...r|Hunter]]<br/>The AI gradually adds some extra-nasty units to its Special Forces. The SF fleet normally functions as a mobile defense fleet for the AI, but
    5 KB (869 words) - 03:23, 16 August 2016
  • ...rol between these posts. When an AI gets reinforcements to a planet, each guard post also gets reinforcements. Normally, the AI has one Special Forces Guard Post per planet, sometimes none.
    906 bytes (131 words) - 08:40, 18 August 2016
  • ...e we never specified which spell slots were considered Primary, Secondary, Special, or Ammo anywhere in the game! Now the mage class selection window and the * The end-turn-report overlord-forces-category summary now has a different line (that shows in green) after the g
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...AI won't use it unless Human military ships numerically overwhelm local AI forces, which makes dealing with eyes interesting challenges. ...uard Post]] on their planet (not counting wormhole and special force guard posts). Guerrilla-style raids and heavy usage of [[AI War:Starships|Starships]] a
    4 KB (667 words) - 02:28, 25 August 2016
  • ...free ships with a behavior similar to the [[AI War:Special Forces|Special Forces]], doing pressure and invasions instead of mobile defense. ...ce the planet is clear of Human presence, they don't return to their guard posts. Instead, they switch to Threat mode.
    3 KB (473 words) - 03:42, 25 August 2016
  • ...s with tracking "nearby unengaged mobile strength"; notably it counting AI guard ships and not properly populating all the relevant lookup tables due to the * The Special Forces has evolved a great deal from its early AIWC implementations (basically a r
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...points, down from 1000k, and AI now has 250k, down from 750k. Shield Guard Posts are now 80k. * "Security Alert", using the Special Forces Master AI type, with Base Orientated Warden, Kamikaze Hunter, Threat Waves,
    50 KB (8,414 words) - 11:12, 15 October 2018
  • [[AI War:Guard Posts Overview|Guard Posts -- More types and why]] {{TBD}} [[AI War:xx|Common Guard Post types]] {{TBD}}
    2 KB (297 words) - 15:40, 1 February 2015
  • -Certain ships (special forces command posts, astro train stations, ion cannons, force fields, fortresses, warp gates, a -AI ships at guard posts will now retreat when they have been drawn out, but can't find a target.
    13 KB (2,246 words) - 13:36, 1 February 2015
  • ...t was to kill the remaining scary warp gates and leave the orbital command posts. '''A:''' That sounds good, actually -- also killing the Special Forces Guard Posts that are near your planets can make it so that you have fewer ships wanderi
    4 KB (687 words) - 14:10, 1 February 2015
  • ...of the planetary area. Now those ships will appear at one of the command posts, or the ship that is providing the reinforce ability. ...present on the planet. This makes it much easier to determine the size of forces at part of a planet instead of at the planet as a whole.
    18 KB (3,048 words) - 19:47, 1 February 2015
  • ...ass, and a new ArcenStrings class, based on recommended best practices for special case performance handling in unity at these two locations: * Troop Accelerators, Black Hole Machines, Raid Engines, Alarm Posts, Planetary Cloakers, Attrition Emitters, Magnifiers, and Super Terminals no
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...rs to save its ships for other battles rather than wasting time with human forces in uncontested areas. -The AI will now act a bit more aggressively with special forces ships that have encountered (and fired upon) player ships.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...ts a bit (certainly taking out all train stations and special forces guard posts as I do the gate raids). Then that's secure enough that I can just maintai ...Gate-raid the two high-level home-adjacent planets next, and kill special forces and (ideally) train stations at that same time.
    20 KB (3,556 words) - 19:50, 1 February 2015
  • Hacking, in general, will lead to the AI deploying forces in or around the system where the hack is taking place to stop it. The str ...s, Zenith reserves, interplanetary munitions boosters, raid engines, alarm posts, radar jammers, gravity drills, troop accelerators, and AI Eyes. Destroyin
    13 KB (2,173 words) - 05:59, 28 July 2016
  • -The AI will no longer abandon its command posts to pursue tachyon warheads. ...using starships and then repairing them as a way to have "free" offensive forces.
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...to recent changes to AI tactics when going through wormholes, the Special Forces Captain is a lot more difficult now. It has been promoted to now be a HARD -The AI now uses group-move when attacking players from a guard position. This helps to maintain the power of the guarding ships, rather t
    16 KB (2,661 words) - 13:39, 1 February 2015
  • ...me sub-sniper range. It cannot hit the AI Home Command station, Core guard posts and Core shield generators, though. ...the Hive Golem itself doesn't even need to be particularly near the enemy forces to let off its wasps. It can simply release the wasps from way across the
    13 KB (2,356 words) - 10:42, 9 July 2016
  • '''A:''' Command Stations and some other structures (Special Forces Guard Posts, AI Troop Accelerators, etc) allow for the AI to reinforce a planet even af ...s at the command station (if it still exists), as well as at all the guard posts.
    1 KB (193 words) - 13:32, 8 October 2017

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