Difference between revisions of "AI War:AI Types"

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(the acknowledgements are in the expansion pages - I don't think they need to be repeated here)
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| Spawns units to attack waves of the other AI and defense of planets. Consists of [[Engineer]]s, Mobile Repair Stations, [[Munitions Booster]]s, [[Shield Bearer]]s, [[Decloaker]]s. With ZR, add [[Decoy Drone]]s and [[Armor Booster]]s.
 
| Spawns units to attack waves of the other AI and defense of planets. Consists of [[Engineer]]s, Mobile Repair Stations, [[Munitions Booster]]s, [[Shield Bearer]]s, [[Decloaker]]s. With ZR, add [[Decoy Drone]]s and [[Armor Booster]]s.
 
| Launches no waves of its own, but supports the waves of its ally by adding in various specialized units.  Also supports its own planets and its ally's plants with those sorts of units.
 
| Launches no waves of its own, but supports the waves of its ally by adding in various specialized units.  Also supports its own planets and its ally's plants with those sorts of units.
: ''Thanks to FrostyThePyro for suggesting.''
 
 
|-
 
|-
 
|'''The Tank'''
 
|'''The Tank'''
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| Extra Unlocks: All playable Neinzul ships - {{fleetN}}
 
| Extra Unlocks: All playable Neinzul ships - {{fleetN}}
 
| Uses all Neinzul ship types. Its waves never have any ships other than Neinzul younglings, but its waves have only half the warning that normally is given.  Its planets are comparably lightly defended, around the level of the Mad Bomber.
 
| Uses all Neinzul ship types. Its waves never have any ships other than Neinzul younglings, but its waves have only half the warning that normally is given.  Its planets are comparably lightly defended, around the level of the Mad Bomber.
: ''Thanks to RCIX for suggesting.''
 
 
|-
 
|-
 
|'''Peacemaker'''
 
|'''Peacemaker'''
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| Extra Ships: [[Etherjet]]s, [[Spire Tractor Platform]]s, [[Parasite]]s
 
| Extra Ships: [[Etherjet]]s, [[Spire Tractor Platform]]s, [[Parasite]]s
 
| Fairly aggressive AI that uses ships with tractor beams and leech capabilities.  This can lead to a distinct disregard for player property rights.
 
| Fairly aggressive AI that uses ships with tractor beams and leech capabilities.  This can lead to a distinct disregard for player property rights.
: ''Thanks to Kemeno for the suggestion.''
 
 
|-
 
|-
 
|'''Vicious Raider'''
 
|'''Vicious Raider'''
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| Extra Unlocks: [[Raider]], [[Spire Stealth Battleship]], [[Vorticular Cutlass]], [[Vampire Claw]], and [[Teleport Raider]]
 
| Extra Unlocks: [[Raider]], [[Spire Stealth Battleship]], [[Vorticular Cutlass]], [[Vampire Claw]], and [[Teleport Raider]]
 
| Very nasty AI that uses raid-oriented fleet ships and really likes sending Raid Starships along with normal waves.
 
| Very nasty AI that uses raid-oriented fleet ships and really likes sending Raid Starships along with normal waves.
: Thanks to ShadowOTE for the suggestion.
 
 
|-
 
|-
 
|'''Golemite'''
 
|'''Golemite'''
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| On most planets: [[Neinzul Nest]]s
 
| On most planets: [[Neinzul Nest]]s
 
| Builds [[Neinzul Nest]]s on a huge number of its planets - similar in function to Raid Engines, but triggers when you control or destroy AI ships on adjacent planets.
 
| Builds [[Neinzul Nest]]s on a huge number of its planets - similar in function to Raid Engines, but triggers when you control or destroy AI ships on adjacent planets.
: Thanks to Nemo for suggesting.
 
 
|-
 
|-
 
|'''Radar Jammer'''
 
|'''Radar Jammer'''
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| On most planets: [[Counterattack Guard Post]]s
 
| On most planets: [[Counterattack Guard Post]]s
 
| Starts with [[Counterattack Guard Post]]s on most planets, and can actually have more than one on a planet (if that planet would have gotten one normally).  This can lead to devastating counter attacks particularly when taking a mkIV planet.
 
| Starts with [[Counterattack Guard Post]]s on most planets, and can actually have more than one on a planet (if that planet would have gotten one normally).  This can lead to devastating counter attacks particularly when taking a mkIV planet.
: Thanks to zebramatt for the suggestion.
 
 
|-
 
|-
 
| '''Scorched Earth'''
 
| '''Scorched Earth'''

Revision as of 12:08, 11 May 2012


This page is up to date for game version 5.032 and is likely out of date.

The AI Opponent Type you are fighting will determine how the AI behaves and what ships and defences it is able to use against you.
Note that you are fighting two different AIs in the galaxy and they can be the same or different AI types.
The abilities of the AIs can be further modified by enabling the AI Plots as desired.


AI Opponent Types by Expansion

Base Game AI Types

Zenith Remnant Added AI Types

Children of Neinzul Added AI Types

Light of the Spire Added AI Types


AI Opponent Types by Difficulty

Easier

AI Name Wave & Reinforce Multipliers Additional Spawns and Unlocks Description
Entrenched Homeworlder 1.00 1.00 On many planets: Captive Human Settlements Planets are heavily defended, and they do moderate attacks on the players.
Fortress Baron 1.00 1.00 On many planets: Fortresses

On some planets: SuperFortresses

Planets are mostly moderately defended, but the core planets are incredibly heavily defended, and they do moderate attacks on the players. Their planets are frequently guarded by Fortresses, and sometimes by SuperFortresses.
Grav Driller
(requires Zenith Remnant)
1.25 0.4 On many planets: Gravity Drills Aggressive AI with many gravity drill stations on its planets. Gravity Drills nullify teleporting units and majorly slow down all other units, but when captured provide free resources and energy.
Mine Enthusiast 1.00 1.00 On all planets: Mines, Area Mines, and/or EMP Mines Planets are all moderately defended, but are heavily booby-trapped with various Mines.
Neinzul Viral Enthusiast
(requires Children of Neinzul)
1.00 1.00 On all planets: Neinzul Viral Clusters Has Neinzul Viral Clusters at every wormhole that spawns lots of Swarmers, making the use of lightning warheads and similar against them... dangerous.
One-Way Doormaster
(requires Zenith Remnant)
1.00 1.00 On all planets: Black Hole Machines Employs Black Hole Machines on all of its planets, which makes each raid into its territory a one-way trip if the black hole machine is not destroyed.
Shield Ninny
(requires Zenith Remnant)
(1.00) 1.00 On all planets: Planetary Armor Boosters or Planetary Armor Inhibitors Planets are all heavily defended, often with special armor Boosters or Inhibitors, but this AI never launches waves at the players.
Sledge Hammer 1.00 1.00 (none) Waves slam into one player planet after another, with potentially fatal effect.
Support Corps
(requires Children of Neinzul)
(1.00) 1.00 Spawns units to attack waves of the other AI and defense of planets. Consists of Engineers, Mobile Repair Stations, Munitions Boosters, Shield Bearers, Decloakers. With ZR, add Decoy Drones and Armor Boosters. Launches no waves of its own, but supports the waves of its ally by adding in various specialized units. Also supports its own planets and its ally's plants with those sorts of units.
The Tank 1.0 0.3 Extra Unlocks: Space Tanks and Armor Ships Planets are all lightly defended, and they do slightly heavier-than-average attacks on the players.
Train Master
(requires the Astro Trains AI-plot to be enabled)
1.00 1.00 Extra Units: Double the normal number of astro trains. Uses many, many Astrotrains.
Turtle (1.00) 1.00 Extra reinforcements Planets are all very-to-incredibly heavily defended, but they do no waves against the players (Cross Planet Attacks and border aggression still happen).
Vanilla
(requires Light of the Spire)
1.00 1.00 (none) Has absolutely no unusual powers. Just a plain old basic AI, with whatever unlocks happen to come with the map seed.
Zenith Descendant
(requires Zenith Remnant)
1.00 1.00 Extra Unlocks: Zenith ships - Auto Bomb, Beam Frigate, Bombard, Chameleon, Electric Bomber, Mirror, Paralyzer, Polarizer, and Viral Shredder. Aggressive AI that uses only Zenith fleet ships.

Moderate

AI Name Wave & Reinforce Multipliers Additional Spawns and Unlocks Description
Assassin 1.25 1.00 (none) Planets are all moderately defended, and they harass the strongest player with prejudice.
Backdoor Hacker 1.00 1.00 Warp access: Has an Exo-Galaxy Wormhole on each player's home planet. Planets are all moderately defended, and they have a permanent path into each player's home planet (so creating the usual defensive perimeters won't work). This means that wave attacks and Exo-galactic strike forces can spawn at the home planet.
Bully 1.25 1.00 (none) Planets are all moderately defended, and they harass the weakest player with prejudice.
Camouflager
(requires Zenith Remnant)
1.00 1.00 (none) All of its mobile ships look like harmless pieces of junk when stationary and not firing, in a manner like Zenith Chameleons.
Counter Spy 1.00 1.00 On all planets: Counter-Spy Planets are heavily defended, and advanced scouting is much more difficult because of the counter spy defenses on each planet, which insta-kills cloaked ships including perma-cloaked scouts.
Experimentalist
(requires Zenith Remnant)
1.25 0.4 Extra Unlocks: All experimental ships - Decoy Drone, Experimental Engineer, MicroParasite, Speed Booster, Translocator. Aggressive AI that uses a heavy mix of experimental ships along with its normal fleets.
Feeding Parasite 1.25 1.00 Extra Unlocks: All parasite ships - Neinzul Youngling Nanoswarm, Parasite, and Spire Teleporting Leech Uses parasite raids almost exclusively (which can be highly damaging).
Mad Bomber 2.00 0.25 Extra Units: MOAR Bomber Starships Non-core planets are all very lightly defended, but does extremely brutal attacks on the players.
Note: Reinforcement is actually only 1 ship if it is not a homeworld or core-world reinforcement.
Neinzul Cluster-Bomber
(requires Children of Neinzul)
1.00 1.00 On all planets: Neinzul Clusters and Neinzul_Bomber_Clusters. (to confirm)

Extra unlocks of Neinzul ships? (to confirm)

Builds Neinzul Clusters on all of its planets.
Neinzul Youngster
(requires Children of Neinzul)
1.5 0.25 Extra Unlocks: All playable Neinzul ships - Neinzul Youngling Commando, Nanoswarm, Tiger, Vulture, and Weasel Uses all Neinzul ship types. Its waves never have any ships other than Neinzul younglings, but its waves have only half the warning that normally is given. Its planets are comparably lightly defended, around the level of the Mad Bomber.
Peacemaker
(requires Zenith Remnant)
1.00 1.00 On all planets: Warhead Interceptor, Orbital Mass Driver, possibly additional Ion Cannons Uses anti-golem, anti-starship, anti-warhead, (etc.) ships on all its planets.
Speed Racer
(requires Zenith Remnant)
1.25 1.00 (none) All of its mobile ships have been upgraded to move extremely fast - around speed 200 at Normal settings.
To confirm: does this change with epic/blitz?
Spireling
(requires Light of the Spire)
1.25 0.4 Extra Unlocks: All Spire fleet-ships - Spire Armor Rotter, Blade Spawner, Gravity Drain, Gravity Ripper, Maw, Mini Ram, Stealth Battleship, Teleport Leech, and Tractor Platform Fairly aggressive AI that uses only Spire fleet ships.
Stealth Master 1.00 1.00 Extra Unlocks: All ships with cloaking - Autocannon Minipod, Etherjet, Eye Bot, Raptor, Space Plane, Spire Stealth Battleship, Vampire Claw, and Zenith Chameleon? Uses stealth raids almost exclusively (which can be highly disconcerting).
Tag Teamer
(requires Zenith Remnant)
1.00 1.00 (none) A defensive AI whose guards are extra speedy and don't stay near their posts. This makes them more challenging to attack.
Note: see Speed Racer above. Also, do they attack?
Teleporter Turtle (1.00) 1.00 Extra Unlocks: All ships with teleportation - Spire Teleporting Leech, Teleport Battle Station and Teleport Raider Planets are all very-to-incredibly heavily defended, but they do no waves against the players (Cross Planet Attacks and border aggression still happen). Specializes in teleporting ships, which are particularly powerful in defensive postures.
Thief
(requires Light of the Spire)
1.25 1.00 Extra Ships: Etherjets, Spire Tractor Platforms, Parasites Fairly aggressive AI that uses ships with tractor beams and leech capabilities. This can lead to a distinct disregard for player property rights.
Vicious Raider 1.50 0.30 Extra Unlocks: "raider"s (to check) Planets are all moderately defended, and they do heavy attacks on the players.

Harder

AI Name Wave & Reinforce Multipliers Additional Spawns and Unlocks Description
Alarmist
(requires Zenith Remnant)
1.00 1.00 On most planets: Alarm Posts or Special Forces Alarm Posts UsesAlarm Posts on all of their planets that releases defenders when an adjacent AI Command Station is destroyed. Makes for massive cross-planet attacks unless players carefully kill these alarms.
Attritioner 1.25 0.40 On all planets: Attritioner Planets are all moderately defended, except that each one has an Attritioner, which slowly drains the health of any human ships in the system. Does heavy attacks on the players.
Everything
(requires Light of the Spire)
1.00 1.00 Extra Unlocks: All fleet-ships and core ships. Has absolutely every fleet ship and core ship type unlocked from the start.
Extreme Raider
(requires Light of the Spire)
1.50 0.30 Extra Unlocks: Raider, Spire Stealth Battleship, Vorticular Cutlass, Vampire Claw, and Teleport Raider Very nasty AI that uses raid-oriented fleet ships and really likes sending Raid Starships along with normal waves.
Golemite
(requires Zenith Remnant)
1.00 1.00 On many planets: AI-Golems Has fully-functioning golems on a great many of its planets. Since the AI Progress goes up greatly when these are repaired, care must be taken to destroy these all in one wave to avoid any such penalty.
Note: It's not as bad as one might imagine - the AI's versions have 1/10th the health of player golems.
Neinzul Nester
(requires Children of Neinzul)
1.00 1.00 On most planets: Neinzul Nests Builds Neinzul Nests on a huge number of its planets - similar in function to Raid Engines, but triggers when you control or destroy AI ships on adjacent planets.
Radar Jammer
(requires Zenith Remnant)
1.00 1.00 On all planets: Radar Jammers, mark-I or II. Employs Radar Jammers on all of its planets, which halves the attack range of all of your ships (and sometimes the AI ships as well, depending on its mark level).
Retaliatory
(requires Light of the Spire)
1.00 1.00 On most planets: Counterattack Guard Posts Starts with Counterattack Guard Posts on most planets, and can actually have more than one on a planet (if that planet would have gotten one normally). This can lead to devastating counter attacks particularly when taking a mkIV planet.
Scorched Earth 1.00? 1.00? (none) Heavily defended planets. Whenever it loses control of a planet, it destroys that planet and all the resources there. Ships will survive. Note: This action counts as nuking the planet for a particular achievement.
Shadow Master 1.00 1.00 On all planets: Planetary Cloak

Extra Unlocks: all ships with cloaking - Autocannon Minipod, Etherjet, Eye Bot, Raptor, Space Plane, Spire Stealth Battleship, Vampire Claw, and Zenith Chameleon?

Like the Stealth Master, except every planet is equipped with a powerful device that keeps all ships permanently cloaked, even when firing, even if they wouldn't normally have cloaking. The only sign of this enemy is the device itself, which can be difficult to reach what with all the invisible enemies firing at you from the nether.
Special Forces Captain 1.00 1.00 (special) Only has Special Forces Guard Posts -- no regular guard posts. This makes for a tremendous number of ships patrolling around the map at any given time.
Spire Hammer
(requires Light of the Spire)
1.00 1.00 Extra Ships in wave: Spire Frigates, Spire Destroyers and upwards. Generally solid AI that also adds a powerful Spire ship to each wave (in addition to the normal starship). At higher tech levels it will even send Capital-ship level vessels.
Starfleet Commander
(requires Zenith Remnant)
1.25 0.40 Extra Ships in wave: Three times the normal number of Starships Aggressive AI that uses starships heavily in place of normal fleet ships.
Warp Jumper
(requires Children of Neinzul)
1.00 1.00 Warp access: attack wave can launch anywhere, no Warp Gates On the bright side, this AI type does not build any warp gates on its planets, which saves 5 AI Progress per plant and avoids the need to gate raid their planets. On the downside, however, this AI type is able to launch waves at any non-warp-jammed planet on the map at any time thanks to their warp drives on their individual ships.
(AI-types below this line are red in-game to represent their relative difficulty compared to others)
Crafty Spire
(requires Light of the Spire)
1.00 1.00 On all planets: Spirecraft. Starts with various Spirecraft (which are generally bigger than starships and smaller than golems) on its planets.
Raid Engine
(requires Zenith Remnant)
1.00 1.00 On most planets: Raid Engines Uses Raid Engines on a huge number of their planets. Makes for very frequent, short-term brutal waves in addition to the normal waves unless players carefully kill these engines.

Technologist

AI Name Wave & Reinforce Multipliers Additional Spawns and Unlocks Description
Technologist Homeworlder 1.00 1.00 On most planets: Captive Human Settlements Like the Entrenched Homeworlder, except the enemy uses only the highest-technologies right from the start (these are quite a formidable foe).
Technologist Parasite 1.25 1.00 Extra Unlocks: all reclaimers - Neinzul Youngling Nanoswarm, Parasite, and Spire Teleporting Leech Like the Feeding Parasite, except the enemy uses only the highest-technologies right from the start (these are quite a formidable foe).
Technologist Raider 1.5 0.3 Extra Unlocks: "raider" ships - (to check) Like the Vicious Raider, except the enemy uses only the highest-technologies right from the start (these are quite a formidable foe).
Technologist Sledge 1.00 1.00 (none) Like the Sledge Hammer, except the enemy uses only the highest-technologies right from the start (these are quite a formidable foe).
Technologist Turtle (1.00) 1.00 Extra reinforcements Like the Turtle, except the enemy uses only the highest-technolgies right from the start (these are quite a formidable foe).
The Core 0.50 0.30 Replacements: all ships are mark-V. Planets are all lightly defended in terms of the number of ships at each, but all ships of this AI are deadly Mark V/Core ships.

Randoms

Normally when you choose a random AI type you cannot see which type was actually chosen until the game ends. However, there is an AI Modifier in the lobby that allows you to make them visible from the start, but still chosen at random. You can also use the disabledaitypes.txt file to exclude specific AI types from being chosen (if you've already played them, say, and are trying to work your way at random through the whole list -- or if you simply don't like a specific type of AI).

Random Easier
Chooses one of the easier AI types at random.
Random Moderate
Chooses one of the moderate AI types at random.
Random Moderate/Easier
Chooses one of the easier or moderate AI types at random.
Random Harder
Chooses one of the harder AI types at random (technologist AI types are all considered harder, so this includes them).
Random Harder Non-Technologist
Chooses one of the harder AI types at random, but specifically excluding any of the technologist types.
Random All
Chooses one of AI types at random.
Random All Non-Technologist
Chooses one of AI types at random, but specifically excluding any of the technologist types.




AI War Navigation Reference
AI War:Wiki Home - AI War:Reference Section - AI War:Strategies Section
Version History Version 2.000Version 3.000Version 4.000Version 5.000Version 6.000Versions 6.00Beta - 7.00Versions 7.00Beta - 8.00Versions 8.00+
Game Content AI War:Base GameExpansion 1: The Zenith RemnantExpansion 2: Children of Neinzul
Expansion 3: Light of the SpireExpansion 4: Ancient ShadowsExpansion 5: Vengeance of the MachineExpansion 6: Destroyer of Worlds
Getting Started User Interface and ControlsNew Game OptionsTutorial WalkthroughGame Objectives (What do I do next?)How the AI Attacks You (AI Progress, Waves and Threat)I'm stuck! Help? (Player submitted questions)
Enemy AI Types and AI Plots AI Opponent Types: (Easier - Moderate - Harder - Technologist) ♦ AI Plots: (Avenger - Hybrid Hives - Advanced Hybrids - Astro Trains - Beachheads - Hunter - Shark-A - Shark-B - Counter Posts - Warp Relays - Preemption)
Minor Factions Human MaraudersHuman Resistance FightersHuman Colony RebellionsZenith TradersZenith MinersZenith Dyson SphereZenith DevourerBroken Golems (Easy) (Moderate) (Hard)Botnet Golem (Easy) (Moderate) (Hard)Neinzul Rocketry CorpsNeinzul Preservation WardensNeinzul Roaming EnclavesFallen SpireSpire Civilian LeadersSpirecraft (Easy) (Moderate) (Hard)Dark SpireAlt Champion ProgressAlt Champion NemesisShowdown DevicesNomad PlanetsExodian Blade
Ships and Structures Fleet ShipsStarshipsSpirecraftTurretsGuardiansGuard PostsMilitary StructuresEconomic StructuresGolemsWarheadsAstroTrains
Combat Mechanics Ammunition TypesShip ImmunitiesShip AbilitiesHull TypesAttack MultipliersArmor (Overall Damage Calculations)Engines and Speed (including Tractor Beams and Gravity Effects)Force Field InteractionsCloaking and Tachyon Beams(Stealth)Capturing Ships and Structures (& Reclamation)Strategic reserve
Economic Mechanics Crystal and Metal HarvestingEnergy GenerationScience and Knowledge and Hacking the AIBuild Time and Constructors (including Repair)
Miscellaneous Map seeds of interestGlossary




AI War:AI War