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  • [[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
  • ...ow takes simply either "number of human military ships here" or "number of AI military ships here", whichever is larger (though capped at 4x the smaller ** Fixed a reference in a tutorial 2 tooltip that always referred to a planet as "Tiroha" despite the name havin
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * 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 5.097 Release Candidate 2 ==
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...is the ''abbreviated'', organized version of the full release notes ([[AI War:Current Post-4.000 Beta|here]]). ...the past versions, and blends them into what we feel is the definitive AI War experience. The game will continue to evolve, but 5.0 is the new rock-soli
    245 KB (38,972 words) - 11:55, 16 September 2017
  • [[AI War 2: The Final Cycle]] ...o, which meant that they would have exceptions when trying to have a civil war, among some other issues.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • [[AI War 2: Interlude And Refinement]] ...at the end among those during this phase were the new Tsunami CPAs and the AI Reserves rework.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • [[AI War 2: Finalizing Multiplayer]] == 2.800 The Paradigm Shift ==
    563 KB (96,029 words) - 12:31, 14 April 2021
  • [[AI War 2: Post Completion Part II]] ** DLC 2 mines:
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * Patch notes for game version 7.001 and up can be found at [[AI War:Current_Post-7.000_Beta|Current Post 7.000 Beta]]. == Prerelease 6.050 [http://arcengames.blogspot.com/2013/06/ai-war-beta-6050-release-candidate-3.html Release Candidate 3] ==
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...e bonus ship, or two bonus ships if the difficulty is 7 or above (See [[AI War:AI_Techs#Bonus_Ship_Types_For_AI|here]] for more details.) ...ber|Bombers]] beats [[AI War:Missile Frigate|Missile Frigates]] beats [[AI War:Fighter|Fighters]]:
    28 KB (4,216 words) - 11:40, 4 February 2017
  • [[AI War 2: The Refinement of Fleets]] After 3 months of Early Access and 2+ years of development, we had reached a point where we felt we knew what we
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...topic,11809.msg125187.html#msg125187 One does not simply stroll through AI War patch notes], indeed. ...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: The Great Refactor]] *** Those From Player Encounter Of Thing (AI Eye, whatever)
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...ly 16), AND a signficant period with no public releases while we ported AI War from .NET/SlimDX to Unity3D. ...the full release notes ([[AI War:Current Post-3.120 Beta|part I]] and [[AI War:Current 4.0 Beta|part II]], which were over 55,000 words—or, 222 pages of
    183 KB (30,714 words) - 11:55, 16 September 2017
  • [[AI War 2:The Paradigm Shift]] == Version 2.715 Unload Queuing ==
    394 KB (67,204 words) - 16:22, 13 April 2021
  • Patch notes for game version 8.001 and up can be found at [[AI War:Current Post-8.000 Beta]]. AI War's run from 7.0 to 8.0 took a long break during our development of The Last
    177 KB (28,387 words) - 17:36, 25 October 2018
  • [[AI War 2: Pre-And-Post Launch Polish]] ...initial discussions about all this were [https://forums.arcengames.com/ai-war-ii/my-personal-issues-with-fleets/ here], but other discussions were on dis
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...War:Fortress|Fortress]], [[AI War:Mini-Fortress|Mini-Fortress]], and [[AI War:SuperFortress|SuperFortress]]. ...s of forts, and the advanced modules, are unlocked by progressing the [[AI War:Ancient Shadows Campaign|Ancient Shadows Campaign]].
    59 KB (6,126 words) - 13:37, 30 September 2017
  • [[AI War 2: Pre-Early Access Polish]] ...cross-threading issue where two different threads (short term planning and AI order reevaluation) would be both clearing out dud orders and putting the s
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ** Hybrid machine gun modules (I-IV) changed from firing 2/3/4/5 shots per 1-second reload to 10/15/20/25 shots per 5-second reload. ...on modules (I-IV) changed from firing 1/2/2/3 shots per 4-second reload to 2/3/4/5 shots per 8-second reload.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • [[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
  • '''Welcome to AI War 2!''' AI War 2 is a combination of RTS, 4X, and Tower Defense. You'll be continuously comm
    44 KB (7,548 words) - 13:50, 25 April 2022
  • The Zenith Onslaught is the second expansion for AI War 2. It's an expansion focused on making the galaxy feel rich and complex and c [[AI War 2: Dark Zenith]]
    113 KB (18,449 words) - 16:11, 1 June 2021
  • [[AI War 2: The Grand New AI]] ...multiplies that amount by the number of ships in the stack, maximum 20 (so 2% would lead to 40% in a stack of 20 or more).
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...ruggled with the tutorials, you should probably start with difficulty 1 or 2, which will be extremely easy and will give you more time to get used to th ...ikely to get any harder as you go unless you make a lot of mistakes or the AI does something that really catches you off guard. So you might want to con
    40 KB (7,197 words) - 01:47, 5 October 2016
  • [[AI War 2: The Arrival of Fleets]] After 2+ years of development, we had finally reached the point where we were ready
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ==What Effect Do AI Progress Increases Have On The Game?== * The AI gains higher Mark and greater numbers of ships for waves, cross planet atta
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...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
  • ...ships and defenses it is able to use against you. Some types only give the AI access to extra units, while others radically alter its behavior. Some type ...difficult, because where the two types would conflict with each other the AI always takes whatever would benefit it the most. For example, a Turtle/Mad
    24 KB (3,558 words) - 16:52, 18 May 2019
  • [[AI War 2: Sunset of The Badger Era]] ...t, and the game was feeling large and solid at the equivalent of "first AI War plus four expansions," we were ready to tackle the next big thing: multipla
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...bled in any combination with each other, and in combination with the usual AI types, plots and map styles. These minor factions exist on planets from ga The following minor factions were added in AI War 3.0
    31 KB (5,110 words) - 15:35, 22 November 2018
  • [[File:AIWar2.jpg|center|960px|AI War 2]]<br/> ''Now Man must turn back the metal tide, and bring an end to... '''AI WAR''' ''
    4 KB (657 words) - 10:51, 26 June 2023
  • ...roids and asteroid quality also tends to increase as you get closer to the AI Homeworlds.<br/>There is a filter on the [[Galaxy Map]] for detected astero |[[File:AIWarSpirecraftImplosion.png|50px|left|]] || [[AI War:Spirecraft Implosion Artillery|Spirecraft Implosion Artillery]] || I || 1
    14 KB (1,595 words) - 16:00, 22 October 2017
  • -All of the command stations except for the AI home planet command station now have new, larger graphics and icons. This ...Mass Driver (and related shot), Distribution Node, Gravity Drill Station, AI Co-Processor, replacement SuperFortress and SuperFortress
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...when dealing with them. They all have a very slow regeneration and a [[AI War:Radar Dampening|Radar Dampening]] that makes them impossible to outrange. * [[AI War:Planetary Subcommanders|Subommander]] planets can pick regular and exotic g
    15 KB (2,291 words) - 05:52, 10 July 2016
  • ** Impressed or disgusted at war crimes relating to POW deaths. ** War
    402 KB (68,779 words) - 12:25, 31 January 2015
  • <big>'''How Do Basic AI Reinforcements Work?'''</big> ...nforcements to its own planets. These are the two major ways in which the AI is able to get new ships after the game has started.
    16 KB (2,944 words) - 15:36, 24 April 2015
  • [[AI War 2: Final Pre-Beta Checks]] == Version 0.612 AI Hunters and the Turrets that Stop Them ==
    182 KB (30,453 words) - 13:10, 11 January 2018
  • [[File:AIWarLogo.jpg|center|AI War]]<br/> Humanity has already fought its war against the machines -- and lost. AI death squads stand watch over every planet and every wormhole, the few rema
    43 KB (6,703 words) - 19:47, 1 February 2015
  • <big>'''What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?'''</big> '''Q:''' So I've heard that the AI here is something new and different, but I'm wondering what the high points
    20 KB (3,483 words) - 13:42, 1 February 2015
  • =What exactly are the features in the base game of AI War?= ...Instead, the idea of this topic is to provide a reference for things like AI types, map styles, ship types, etc, which are easily to enumerate. It thus
    41 KB (6,447 words) - 19:47, 1 February 2015
  • [[Stars Beyond Reach Beta Phase 2 Release Notes]] ** Regular police crime reduction range is now 3 rather than 2.
    208 KB (34,773 words) - 19:15, 5 June 2015
  • [[AI War 2: The Pivot]] ...ship that the Thanatos is built around was found in a nebula prior to the AI revolt.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • [[AI War 2: The Era of Discovery]] ...kstarter.com/projects/arcengames/ai-war-ii-0/posts/2169345 Pivoting AI War 2: Bring The Fun!].
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * Formations, which were in early versions of AI War 2 and tied to control groups at the time, have been renamed Fleet Formations * Build Queue Policies, which were in early versions of AI War 2 and tied to control groups, are being phased out. Along with the metal bud
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ** More details [[AI War:What_Is_The_Fallen_Spire_Minor_Faction|here]]. ...m the AI. When freed, each of these outposts will gratefully decrease the AI Progress by one every hour.
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ** More details [[AI War:What_Is_The_Fallen_Spire_Minor_Faction|here]]. ...m the AI. When freed, each of these outposts will gratefully decrease the AI Progress by one every hour.
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...choices as a player more varied than ever. Do you risk total war with the AI by capturing and rebuilding a massive golem? Do you procure defensive super ...as it pummels your enemies. Any path you take, there are consequences; AI War is known for being heavily strategic even amongst strategy games, and The Z
    30 KB (4,946 words) - 14:07, 8 March 2015
  • [[AI War 2: Post Completion]] This all culminated in the release of DLC3 and the AI War 2 Complete Edition. You can read [https://store.steampowered.com/news/app/57
    126 KB (20,934 words) - 21:28, 22 April 2022
  • [[The Last Federation Post-2.0 Release Notes]] == Version 2.0! ==
    349 KB (57,816 words) - 12:25, 31 January 2015
  • == The Original AI War == ...nd various other sites back in 2009. It was an entirely novel approach to AI in strategy games, and basically the most immediately distinctive thing in
    17 KB (3,033 words) - 12:27, 18 September 2020
  • The base game of AI War includes 27 "bonus" ship classes beyond the base fighter, bomber, frigate, ...ie on impact, dealing area damage. In many ways, they are like miniature, AI-Progress-free lightning warheads.
    28 KB (4,560 words) - 19:50, 1 February 2015
  • == AI Updates == -added support for AI plots, which are enabled in the new "AI Plots" tab in the new game lobby.
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...variety of different hacking types; players can go negative on HaP but the AI response is then very aggressive. Hacking gives players a number of ways t ...ets done through the Hacker unit, which places immobile hacking devices in AI systems.
    13 KB (2,173 words) - 05:59, 28 July 2016
  • == Beta Series 2 Statistics == Beta Series 2 spanned from November 8 through February 29, and it was a busy period indee
    363 KB (62,010 words) - 19:50, 1 February 2015
  • AI Updates -Added support for removing individual AI types from consideration for random selection by placing disabledaitypes.tx
    66 KB (10,612 words) - 11:54, 16 September 2017
  • The last of the AI War 2 DLCs is now out, the Complete Edition is out, and you can [https://store.st ...and volunteers are still making updates, there tend to be patches every 1-2 weeks on average.
    113 KB (17,931 words) - 02:03, 12 May 2024
  • [[AI War 2: Making Alpha Fun]] * Upgraded Amplify Shader Editor to the new version v0.7.2.006, which includes direct support for HSV to RGB nodes (and vice-versa), a
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...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
  • Most Starships are available to both Humans and AI players, but some are reserved to one or the other. ...n unlocked with [[AI War:Knowledge|Knowledge]]). Their ship cap is usually 2 per mark (some have 1 and some have up to 5).
    9 KB (1,360 words) - 04:49, 23 August 2016
  • -The AI will no longer have capturable energy reactors on its planets. This can no AI Updates
    48 KB (8,166 words) - 13:40, 1 February 2015
  • '''Q:''' In AI War, you've made the AI play by different rules to the player. Much of this works, but the bit tha ...on't have this mechanic or depth. I'm hoping to get across why I think AI War's gameplay is lacking that special something to get it from 'very good' to
    10 KB (1,936 words) - 19:48, 1 February 2015
  • == Fast Facts: A Crash Course On AI War 5.x == You build thousands of Ships at once in AI War, but to do so you need to unlock more ship types via knowledge. The per-ty
    10 KB (1,822 words) - 19:49, 1 February 2015
  • ...ships and defenses it is able to use against you. Some types only give the AI access to extra units, while others radically alter its behavior. Some type Note that this is for AI War 2. This page is currently WIP; some AI types are missing
    10 KB (1,516 words) - 13:14, 13 June 2022
  • [[Valley 2:Post-Launch Release Notes]] == Valley 2 Beta Period Round Up ==
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...now upgrades based on the number of territories you own (first upgrade at 2 total territories, second upgrade at 3 total territories, etc), and no long * The various "foward" buildings of the AI have largely been removed or condensed, and in a few cases renamed. These
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...does not have access to human stations, the player does not have access to AI stations (though some stations may share similarities). ...crapped. Produces 600 Metal & 30,000 [[Energy]] Increases metal storage by 2,000,000. Salvages 40% of ships destroyed in system.
    20 KB (2,345 words) - 12:52, 30 October 2018
  • ...'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
  • ...hter 2s/3s and wipe all command centers adjacent to me and try to build up 2 bases at the same time. I was thinking like fast expanding really helps the ...n average, and that doesn't apply to every play style or every map. If the AI is really defensive, you might take fewer planets overall and take them mor
    20 KB (3,556 words) - 19:50, 1 February 2015
  • ...o AI War, players face off against the Neinzul minor factions, against new AI types in general, and enlist the help of the friendlier members of this new ...ated pack of velociraptors hunting you against the backdrop of the regular AI forces. For advanced players, the Hybrid Hives provide more cut-throat oppo
    17 KB (2,826 words) - 19:48, 1 February 2015
  • Damage and Armor in AI War is given directly in numbers, so the armor value is simply subtracted from Damage in AI War is not random and so the damage calculation is very straight forward and go
    6 KB (974 words) - 13:18, 24 February 2015
  • ...a flagship to expend Hacking Points to perform various acts on neutral or AI-controlled planets and affect certain Factions, such as the Dyson Sphere or ...ra 5 (Including retrospectively). A few units such as Astro Trains and the AI Overlord will also give hacking points when killed.
    18 KB (3,155 words) - 20:56, 22 October 2022
  • Until this expansion, the only known aliens in the AI War universe were the Zenith. This micro-expansion introduces a new alien race The base game of AI War includes 27 "bonus" ship classes beyond the base fighter, bomber, frigate,
    15 KB (2,373 words) - 19:47, 1 February 2015
  • ...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
  • '''Q:''' The first expansion to AI War, The Zenith Remnant, introduced a new class of ship called golems. What ar ...e ancient war machines were left behind by an alien race known as the [[AI War:Zenith Aliens|Zenith]], and are hundreds of thousands of years out of repai
    13 KB (2,356 words) - 10:42, 9 July 2016
  • ...746490 Spire] kickstarter goal, and draw further inspiration from the [[AI War:What Is The Fallen Spire Minor Faction|Fallen Spire Minor Faction]] from AI ...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
  • ...s but minus the intermediate bugs. See [[AI War:AI War#Release History|AI War's three-year post-release history]] for how this works. ...spot.com/2012/04/avww-beta-0971-release-candidate-2.html Release Candidate 2] ==
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...nd the galaxy, providing special ships (for a hefty fee) to both human and AI players alike.'' This [[AI War:Minor Factions|Minor Faction]] adds a single [[AI War:Zenith Trade Ship|Zenith Trade Ship]] somewhere in the galaxy. It is only a
    2 KB (388 words) - 04:01, 21 July 2016
  • ...an most RTS titles (similar to most 4X games), so if you just leap into AI War and try to play it like any other RTS, you could indeed spend as much or mo ...st looking for a lightweight experience, but grognards gravitate toward AI War for a reason: we provide all the complexity of an RTS married to a 4X game,
    36 KB (6,383 words) - 10:23, 22 February 2015
  • -All of the bigger AI ships, like advanced research stations, are now immune to tractor beams and ...flowing to the player planets after a missile/starship has passed through AI planets.
    20 KB (3,494 words) - 13:39, 1 February 2015
  • ...oint of the deploying exo's trap skill. Effectively this means that every 2 points of Trap Skill gives each of your turrets an extra shot. ** 2) completing that mission
    160 KB (26,781 words) - 17:21, 2 February 2015
  • ...can be found in the 4journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". ...and they seem peaceful, but I advise caution. Of the few who survived the AI's ferocity, even fewer clung to sanity. A message from the miners' leader
    62 KB (10,032 words) - 05:06, 2 March 2015
  • ...h AIs, whether the player has a positive handicap relative to the AIs, the AI modifiers, and all the other relevant start-game factors, multiplied times ...remember the last ship type that they were assigned by a player (human or AI) to kill. They will then adjust their targeting accordingly, preferring shi
    47 KB (7,691 words) - 11:53, 16 September 2017
  • '''A:''' As of version 2.040 of the game, yes there are. At the moment, cheats do not have to be ex ...I War Classic, which did not take arguments (at first) and which also [[AI War:Cheats|just took specific phrases as cheats]]. If you happened to say "bom
    22 KB (3,787 words) - 12:13, 9 August 2022
  • ...xplanations of what these special mechanics ARE, please visit the [[AI War 2: Special Mechanics|Special Mechanics]] page as a reference. ...and 1) of cloaking points lost each time the ship fires. The default is 0.2.
    24 KB (4,001 words) - 10:09, 29 October 2022
  • ...rs if you take this route, but it can also lead to advantages on the first AI worlds you attack. ** Build all 10 of your Mark I scouts, and send them out in groups of 2 along different paths into enemy territory.
    7 KB (1,144 words) - 09:10, 17 April 2015
  • == Role in AI War == ...s like AI Co-Processors. The ONLY thing a Dark Spire will not attack is an AI Command Station.
    2 KB (343 words) - 21:24, 28 October 2018
  • ...sion 3.107 of the game, there is a new "Border Aggression" feature for the AI. Here's how it works: ...er difficulties, it makes neutering way more important, and also gives the AI more latitude for interesting attack vectors.
    2 KB (373 words) - 13:47, 1 February 2015
  • [[AI War 2: Early Access Starts!]] ...top-To-Shoot modes. Previously they could be in some monstrous mix of any 2 or 3 of those, and that was not just confusing, it was also invisible on th
    50 KB (8,414 words) - 11:12, 15 October 2018
  • * Be Peaceful (-100 AI Progress) * Get Angry (+100 AI Progress)
    10 KB (1,688 words) - 10:27, 24 October 2018
  • In AI War, most ships have a '''Cap'''. It is displayed in bright green in the upper ...ips have a cap of 96 and most [[AI War:Starships|Starships]] have a cap of 2.
    3 KB (576 words) - 06:59, 18 August 2016
  • '''Q:''' With AI players of difficulty 8 and up, it seems like they get really huge incoming ..., stealing knowledge from AI planets in more cases, not doing as many [[AI War:Gate Raids|gate-raids]] as you otherwise would, doing a lot more deep-raids
    8 KB (1,187 words) - 14:12, 1 February 2015
  • ...he mark of a ship is a general sign of its power. While an individual [[AI War:Starships|Starship]] is often more powerful than a single fleet ship, some ...their [[AI War:AI Homeworld|Homeworlds]]. Only by capturing specific [[AI War:Core Fabricator|Core Fabricators]] can Humans access specific MkV units.
    2 KB (404 words) - 04:55, 17 August 2016
  • [[Valley 1:Post-Launch Series 2 Release Notes]] * 2 New Mission types
    278 KB (45,949 words) - 19:51, 1 February 2015
  • == A Note To Players from AI War Classic == .../off gates. Additionally, mechanics are now heavily dependent on [[AI War 2: Units of Measurement|the 8 basic stats of every ship]], which are mostly n
    18 KB (3,012 words) - 21:16, 7 August 2022
  • ...things of that sort. These graphs are only relevant for human players, so AI players are not included on them. Additional metrics may be added for trac -AI Home planets now show up as Tech V in the galaxy map.
    22 KB (3,797 words) - 13:38, 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
  • [[Valley 1:Beta Series 2 Release Notes]] ...a +1 tier best-case copy of that spell would do 4000 damage (1000 + 1000)*2, and a -1 tier worst-case copy of that spell would do 1 damage (1 being the
    192 KB (32,418 words) - 19:50, 1 February 2015
  • Mark V jumpships (and only Mark V) are immune to [[AI War:Black Hole Machine|Black Hole Machines]] (new in [[AI_War:Current_Post-7.00 ...} | Cloaking, Teleports, Self Attrition Time 00:20, Self Attrition Only On AI Worlds > Mark 1, Transports 5 Ships, Blind
    8 KB (1,023 words) - 13:18, 28 October 2017
  • '''''Response from Chris Park, AI War's Lead Designer:''''' So, what AI War is doing for the sake of sanity and CPU efficiency, is generally modeling t
    9 KB (1,682 words) - 13:59, 1 February 2015

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