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  • ...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 ...having builder foldouts for those allies pop out when you build a command station, etc. Note that those "extra" phantom players in existing saves won't be r
    367 KB (58,728 words) - 12:16, 16 September 2017
  • [[AI War 2: Finalizing Multiplayer]] == 2.800 The Paradigm Shift ==
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * 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
  • * 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
  • [[AI War 2: The Final Cycle]] * Added a new debug option: Show Command Stats In Upper Right
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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
  • [[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
  • [[AI War 2: Post Completion Part II]] ** DLC 2 mines:
    338 KB (54,548 words) - 10:53, 26 June 2023
  • [[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
  • ...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: 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
  • ...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 Great Refactor]] *** Those From Player Encounter Of Thing (AI Eye, whatever)
    646 KB (109,259 words) - 11:44, 22 September 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
  • ** 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: 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
  • ...in their system.<br/>There are actually several types of [[Command Station|Command Stations]] as follows: ...does not have access to human stations, the player does not have access to AI stations (though some stations may share similarities).
    20 KB (2,345 words) - 12:52, 30 October 2018
  • [[AI War 2:The Paradigm Shift]] == Version 2.715 Unload Queuing ==
    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
  • '''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
  • [[AI War 2: The Grand New AI]] ...prior build. This was just some of our debugging code for detecting wrong ship info, but it only applies in planetary view.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...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]]:
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  • -All of the ship graphics have been updated so that they look better around their edges when ...tation now have new, larger graphics and icons. This includes the command station cores. This makes them more attractive, but also easier to see and select
    107 KB (17,661 words) - 11:54, 16 September 2017
  • [[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
  • ...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
  • ==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
  • [[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
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  • [[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
  • 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
  • =What exactly are the features in the base game of AI War?= ...this topic is to provide a reference for things like AI types, map styles, ship types, etc, which are easily to enumerate. It thus provides something of a
    41 KB (6,447 words) - 19:47, 1 February 2015
  • * 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
  • ...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
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  • <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.
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  • ...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
  • [[AI War 2: Final Pre-Beta Checks]] ...Visual Solomesh Ship variant has been added that lets us have much simpler ship definitions that are cheaper to move around on the CPU, and draw more effic
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...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
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  • [[AI War 2: The Era of Discovery]] ...kstarter.com/projects/arcengames/ai-war-ii-0/posts/2169345 Pivoting AI War 2: Bring The Fun!].
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  • ** Impressed or disgusted at war crimes relating to POW deaths. ** War
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  • [[AI War 2: The Pivot]] ** There are still some notable delays with the "ship to ship lines," although those also have been updated to use this new approach. We
    161 KB (27,377 words) - 16:31, 24 April 2018
  • 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
  • [[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
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  • == AI Updates == -added support for AI plots, which are enabled in the new "AI Plots" tab in the new game lobby.
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  • ...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.
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  • ...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
  • ...und in the 3journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Space Telemetry Lab, Home Command
    41 KB (6,782 words) - 12:38, 27 February 2015
  • Ship - Spider Turret Ship - Decloaker
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  • == New Bonus Ship Classes == The base game of AI War includes 27 "bonus" ship classes beyond the base fighter, bomber, frigate, scout quartet that is in
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  • 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.
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  • ...und in the 4journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Special Operations, Home Command
    62 KB (10,032 words) - 05:06, 2 March 2015
  • [[AI War 2: Making Alpha Fun]] * Made a variety of internal changes to have ship, shot, squad, and so forth movement more efficient.
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  • ...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.
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  • Updated ScienceLab, ScienceLabII, Advanced Research Station Updated Command Station Home, I, II, III
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  • ...'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
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  • ...r's bonus ship type), but no ships. They do not get a home planet command station, and they are dependent on whatever the existing game players choose to giv ...layers. It is also now possible to give away your last controlled command station.
    29 KB (4,906 words) - 13:40, 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
  • ...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
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  • -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.
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  • Until this expansion, the only known aliens in the AI War universe were the Zenith. This micro-expansion introduces a new alien race All of the Youngling ship classes will have ships that are exceedingly cheap in terms of metal/crysta
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  • ...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 ...ll this advice is imprecise; things like map type, ai type, your available ship lines, etc... can make a large difference. Another important thing to note
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  • ...e first expansion to AI War, The Zenith Remnant, introduced a new class of ship called golems. What are they? ...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
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  • ...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
  • ...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,
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  • Damage and Armor in AI War is given directly in numbers, so the armor value is simply subtracted from Armor Damage is cumulative so any ship in the game can be reduced to having no armor under the right circumstances
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  • ...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 -The sorting of ship icons in the planetary summary palette is now better.
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  • -The ship selections are now remembered when players switch between one planet and th -All of the ship selection shortcuts (comma, period, B, S, etc) now support Ctrl+<key> to se
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  • [[AI War 2: Early Access Starts!]] * The ship icons in the sidebar tabs all now have backgrounds that are a bit more attr
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  • There are currently four resources used in AI War 2 currently, and here they are all explained a bit more in depth. ...that this section is currently written assuming you are using the command station centred economy option, which is the default setting in the default campaig
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  • ...'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]])
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  • ...come from with gate raiding or anything of that nature. It takes existing AI fleets that are set for defense and puts them on attack. Once released, th ...d by an internal timer. The occurence of a CPA will depend heavily on the AI Difficulty. They will usually occur anywhere from every 3 to 5 hours.
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  • ...ost AI command stations are relatively fragile targets. <br/>THIS command station is something else. <br/>It is big. It is modular. And it is not happy.<b = Modular Fortress Command Station=
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  • * Be Peaceful (-100 AI Progress) * Get Angry (+100 AI Progress)
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  • {| border="1" cellpadding="2" ...Strategy games? In RTS games, as in Chess, "you" aren't represented by any ship in the game. You're a distant commander, looking down on the battles and is
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  • ...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.
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  • ...einzul, and Spire splinter factions. There are also new bonus ship types, AI types, map styles, core guard posts, modular fortresses, a new minor factio ...o "Normal+Champion" and you'll be given both the normal human home command station (and related units) and the champion unit.
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  • ...problem of ships that ignore tractor beams and will just own your command station if there is no FF around it. ...ou at the planets that you don't want them to arrive at. Depending on the AI type you are facing, the waves might be the primary threat against you (Rai
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  • ...re starship-sized living crystal beings. Unlike the main Spire race, whose ship/bodies are completely white, the Dark Spire are of a dark grey and red shad == Role in AI War ==
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  • ...m the AI. When freed, each of these outposts will gratefully decrease the AI Progress by 3 every hour. ...net is captured, the outpost will change ownership and will be targeted by AI forces.
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  • ...ct access to the core network of the AI, where they can greatly damage the AI's processing capabilities. ...rom the terminal. For AI progress details, move the mouse cursor over the AI progress display at the top of the screen.
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  • [[Valley 1:Post-Launch Series 2 Release Notes]] * 2 New Mission types
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  • {{AI War 2 Ship:AI Overlord}} ...hing, or else, it will butcher you. [[AI War 2:AI Overlord - Phase 2|Phase 2]] is described elsewhere.
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  • Knowledge is a resource that is gathered by [[AI War:Science Lab|Science Lab]]s for a finite amount of 3000 per planet. Knowledg ...ered by science labs on player-controlled or neutral planets, but not from AI-controlled planets.
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  • {{AI War 2 Ship:AI Command Station}} AI Progress (AIP) will rise by 15 if this dies.
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  • ...stroyed on the alarm post's planet, or an adjacent planet, all of the [[AI War:Special Forces|Special Forces]] ships in the entire galaxy will turn aggres Increases [[AI War:AI Progress|AI Progress]] by 5 when destroyed.
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  • {{AI War 2 Ship:Human Home Command Station}} ...e other Command Stations, it acts as the Flagship of the Human Homeworld's Command Fleet.
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  • <big>'''How To Use Preferred Targets To Make Up For Deficiencies In Your Ship Mix'''</big> ...argeting enemy ships, although they do not use the strong/weak data. Each ship tries to attack ships that it has the best chance of hitting at the present
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  • {{AI War 2 Ship:Factory}} Factories and their [[AI War 2:Combat Factory|mobile variants]] are the primary way for players to repleni
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  • *Defending Ship "Shields" strength, The raw damage power of your ship is now adjusted by these things:
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  • 4.0 (Unity) has created a strong bias to have some starships as part of your ship mix. To support this new emphasis you start the game with many star ships u ...ding the mark levels is pretty key in most cases, because it gets you more ship cap, and therefore more ships to use. However, some people play the opposi
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  • {{AI War 2 Ship:Military Command Station}}
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  • {{AI War 2 Ship:Economic Command Station}}
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  • {{AI War 2 Ship:Logistical Command Station}}
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  • {{AI War 2 Ship:Human Home Command Station Core
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