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  • <big>'''How Does The AI Think?'''</big> ...why the current system makes for good gameplay, but if I were playing the AI side I would win in under 5 minutes.
    7 KB (1,278 words) - 13:44, 1 February 2015

Page text matches

  • * Fixed typos in some of the new story text. ...e case of the "just entered region" text, it also lets us STOP telling the story once it's done—in other words, no more repeats with these. After your ch
    304 KB (51,505 words) - 19:51, 1 February 2015
  • [[AI War 2: The Refinement of Fleets]] * 4 explanations have been added for non-AI factions in the Other Factions section of the strategy/tips guide.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • [[File:AIWar.jpg|center|AI War:Fleet Command]]<br/> ...st avoid the notice of AI powers while preparing for an attack against the AI homeworlds. The game takes place on a procedurally generated galaxy map wit
    27 KB (4,189 words) - 11:36, 9 August 2021
  • == Version 1.900 (Tutorial And Story Touches) == * The in-game intro story for Invasion Mode has now been written and integrated.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • * The story intro and tutorial is now in place. ...h anything anymore, has been removed. The tutorial actually has the intro story in it now (thanks to those who suggested it), although as noted that's not
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ** There's more that needs to be done here, but the AI model will need some reworking before that's possible, and there's not room ...titles, as we're slammed right now. And for some of the older titles like AI War, we'll also have to do a unity engine upgrade in order to add linux sup
    402 KB (68,779 words) - 12:25, 31 January 2015
  • If you'd rather discover the details yourself but want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]] (If you want the details without technical mumbo-jumbo, there's a [[AI War:Fallen Spire Walkthrough|walkthrough]])
    11 KB (1,779 words) - 14:03, 1 February 2015
  • Well, this is a momentous release! The levels for the main adventure story progression are all now completed. We had planned on 114, but wound up wit ...on't think I would have been able to do as good a job as she did with this story.
    7 KB (1,209 words) - 12:26, 31 January 2015
  • * 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. * Massive new feature: map mode. As with the AI War games, you just hit tab to swap into it.
    63 KB (10,632 words) - 10:14, 5 April 2024
  • [[AI War 2: The Pivot]] ...re Civilian Leaders, now under new branding as Risk Analyzers (for flavour/story reasons) is in.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * August 5th, 2010: [[Tidalis:1.004 Beta Release|1.004 Beta]] (AI-Related Bugfixes) * July 10, 2010: [[Tidalis:0.908 Beta Release|0.908 Beta]] (Adventure story complete, 15 brainteasers, many many tweaks)
    8 KB (991 words) - 17:32, 2 February 2015
  • * Patch notes for game version 6.001 and up can be found at [[AI War:Current_Post-6.000_Beta|Current Post 6.000 Beta]]. == Prerelease 5.096 [http://arcengames.blogspot.com/2012/10/ai-war-beta-5096-release-candidate-1.html Release Candidate 1] ==
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...hp/topic,11809.msg125187.html#msg125187 One does not simply stroll through AI War patch notes], indeed. ...ent is the ''abbreviated'', organized version of the full release notes ([[AI War:Current Post-5.000 Beta|here]]).
    223 KB (36,110 words) - 11:56, 16 September 2017
  • [[AI War 2: Pre-Early Access Polish]] * The intro story screen should ACTUALLY be updated properly now.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • [[AI War 2:The Paradigm Shift]] * Fireteams are now less likely to abandon the AI Overlord
    394 KB (67,204 words) - 16:22, 13 April 2021
  • [[AI War 2: Building Multiplayer]] ...st expansion (released at the end of this phase), and an unexpected ton of AI improvements.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...e a story line that you follow to victory, rather you have to destroy both AI Home Command Stations to win and how you do that is left totally up to you. Note that the [[Fallen Spire Campaign]] does offer an alternate, story driven method to win but this is only available when enabled and is discuss
    9 KB (1,467 words) - 15:37, 1 February 2015
  • ...sed a lot of trouble for these because they save to disk and run their own AI, etc. ** This also gets rid of the cause of the "rhino doing AI on client" message that was spamming people's logs in MP sometimes.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • AI Updates -When the AI has overwhelming odds against the human players, it will now attack more vi
    29 KB (4,906 words) - 13:40, 1 February 2015
  • ** This has story/thematic significance that we've not really revealed yet anyhow, which make ...branch for the giant shadow bats and dragonfire. This is the most complex AI logic yet for this game, but there's more to come in that area likely this
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ...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
  • * A new enemy, the Beetlecleft, has been added. Full voice, visuals, AI, and all that jazz. I'll let you discover what it does and why it's called * Fixed an issue where using reverb zones, ai blockers, or waypoints in the level editor would cause an exception when ru
    79 KB (13,456 words) - 16:18, 24 August 2016
  • The story is coming along well, the new levels are some of the best we've had yet, an * The first five during-adventure story cutscenes have now been added to the game (levels 2, 3, 5, 6 and 9).
    8 KB (1,386 words) - 12:25, 31 January 2015
  • [[AI War 2: Finalizing Multiplayer]] ** This was done by adapting much of the AIWC lore (thanks Keith!) to ai war 2.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • [[AI War 2: The Final Cycle]] * Cleaned up some excess debugging when AI Eyes or similar were generating waves against players.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • [[AI War 2: The Great Refactor]] *** Those From Player Encounter Of Thing (AI Eye, whatever)
    646 KB (109,259 words) - 11:44, 22 September 2021
  • [[AI War 2: The Grand New AI]] ...give you the proper 20, 20, 20, 20. So depending on the size of stacks at AI planets and how much damage your ships were inflicting to entire stacks thi
    179 KB (30,218 words) - 23:28, 1 January 2020
  • The Zenith Onslaught is the second expansion for AI War 2. It's an expansion focused on making the galaxy feel rich and complex [[AI War 2: Dark Zenith]]
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...hen trying to start a game with an expansion disabled when the "last used" AI Type for one of the AIs requires that expansion. ...Also adding guardians on a few planets, and accounting for the new-style AI home planets. And a few other goodies, like adding in a fabricator for the
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * The rules for building placement for the AI are not much different from the prior version, with a few exceptions: ...n now build buildings next to the buildings of other players at will. The AI is still restricted on that in most cases, but the player does not have tha
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ...cused on adding more broad ways to play the game, such as the Fallen Spire story campaign and the Defender Mode campaign mode. Along with that, it adds a to ** More details [[AI War:What_Is_The_Fallen_Spire_Minor_Faction|here]].
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ...cused on adding more broad ways to play the game, such as the Fallen Spire story campaign and the Defender Mode campaign mode. Along with that, it adds a to ** More details [[AI War:What_Is_The_Fallen_Spire_Minor_Faction|here]].
    28 KB (4,541 words) - 20:03, 6 August 2020
  • * Formations, which were in early versions of AI War 2 and tied to control groups at the time, have been renamed Fleet Forma * Build Queue Policies, which were in early versions of AI War 2 and tied to control groups, are being phased out. Along with the met
    122 KB (21,444 words) - 14:29, 18 April 2019
  • <big>'''How Does The AI Think?'''</big> ...why the current system makes for good gameplay, but if I were playing the AI side I would win in under 5 minutes.
    7 KB (1,278 words) - 13:44, 1 February 2015
  • ...ies can be found in the 3journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". During a recent routine scan for variations in the AI's warp grid, our personnel detected an abnormal subspace signal near our ow
    41 KB (6,782 words) - 12:38, 27 February 2015
  • ...k on this link to be directed to the correct page: [[AI War:Minor Factions|AI War Minor Factions]]<br/> ...start, or arrive from hiding deep space. Some grander minor factions adds story-driven missions, often featuring risks and rewards, that the players can fo
    10 KB (1,590 words) - 15:57, 22 November 2018
  • * The various "foward" buildings of the AI have largely been removed or condensed, and in a few cases renamed. These * Repairs now cost 50 crowns per 1 health repaired, for both players and AI, and is filed under a new accounting record type for Repairs.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • If you'd rather discover the details yourself but want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]] ...r phases. It's more of a "showdown" style confrontation with the AI. The AI knows that it needs to stop you _before_ you can build up your true strengt
    30 KB (5,095 words) - 15:36, 22 December 2016
  • :''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
  • 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
  • ** But, the two of you ''can'' play VS against the AI this way (more on this in the section on VS, below). ...room for the AI to have a board of its own, so you can't play against the AI in VS mode with multiple boards. You can only play against each other.
    17 KB (3,116 words) - 19:53, 1 February 2015
  • ...health over a 3 minute period, then self-destructs.<br/>Created inside a [[AI War:Hive Golem|Hive Golem]], when these are unloaded they are uncontrollabl ...ians will be able to handle these much more easily (comparatively) than an AI without considerable gravity effects.
    1 KB (220 words) - 11:22, 9 July 2016
  • ...nd-the-scenes work and testing (first multi-well play, now VS mode and the AI), and which tend to break a lot of the game until we get them fully back th ...ore special blocks, more items, more modes, more themes, more levels, more story, and then a bunch of fairly modular features like high scoreboards, achieve
    10 KB (1,627 words) - 19:52, 1 February 2015
  • ** Thanks to gnosis for reporting the lack of story display. ...o the player in act 1" to only apply to the player's lander territory; the AI can build next to other territories claimed later by the player.
    59 KB (9,843 words) - 15:39, 19 November 2015
  • ...w the game is running on their computer (and yours), scores, the AI Types, AI dificulty, player colors, and resource flow modifiers. *There are totals for planets and ships belonging to the AI and Human Players
    5 KB (842 words) - 19:50, 1 February 2015
  • == AI War 3.x to 4.0 == ...ner (formerly Marisa Park) also was involved a lot in Tidalis, writing the story for the adventure mode of the game while she was pregnant with our son.
    5 KB (893 words) - 11:37, 9 August 2021
  • The adventure story is now more than 2/3 implemented into the game, and we're really pleased wi ...ity into over time beyond the basics, and which we can also make a part of AI War 4.0 when that comes out in a few months.
    16 KB (2,663 words) - 12:25, 31 January 2015
  • ...ecause their ranged attacks are too short-ranged to work with the intended AI for those missions. * Improved the AI on some of the enemies that are larger to not attempt to go up and down slo
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ...who likes the more action-oriented puzzle levels, and wants a lighthearted story as well. It starts out very easy, but gets quite challenging by the end of === Do you like direct competition with other players or an AI opponent? ===
    15 KB (2,610 words) - 19:53, 1 February 2015
  • ...ll also experience much waiting-angst nearby [[Gravity Guardian]]s. If the AI unlocks [[Spire Gravity Drainer]]s, your flying blades of doom will be redu == How to counter when in the AI fleet ==
    2 KB (263 words) - 12:19, 16 February 2015
  • ...f their weak engines. V-Wings are also dirt cheap to replace. Same sort of story with the anti-armor swarmer autocannon minipods and gunbots. Works against '''A From CRCGamer:''' AI Retribution Golems are a case of stop losing command centers and getting sh
    5 KB (837 words) - 19:58, 26 January 2023
  • ...an immunity. This applies to both human and AI players, of course. From a story sense, these ships are simply too large and complex for engineers to perfor [[AI War:AI War]]
    894 bytes (151 words) - 14:12, 1 February 2015
  • * Cicadabots no longer spawn using the flock AI that they previously had, and no longer seed at random in general. ...s with new models and voices and so forth very soon, but first we did some AI groundwork to prep things for a number of them.
    7 KB (1,140 words) - 20:31, 26 August 2016