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  • #REDIRECT[[AI War:Disabled AI Types]]
    37 bytes (6 words) - 14:31, 4 March 2015
  • ...s-Comment-ToDisable" note next to the AI types that you would like to have disabled. [[AI War:AI War]]
    349 bytes (61 words) - 13:59, 1 February 2015

Page text matches

  • [[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
  • ...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 * Changed the relationship between AI difficulty and wave size to a new algorithm that hopefully provides a more
    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 5.096 [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
  • [[AI War 2: The Great Refactor]] ** Please note that when it comes to settings types, you can use any. Bools are very efficient, integers are efficient and rel
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...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: Post Completion Part II]] **** Standard mines were given more detonations than most line types before self-destructing a while ago. This is pulling their maximum number o
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...ng) is the ''abbreviated'', organized version of the full release notes ([[AI War:Current Post-4.000 Beta|here]]). ...all 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-
    245 KB (38,972 words) - 11:55, 16 September 2017
  • [[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 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
  • [[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:The Paradigm Shift]] * Fireteams are now less likely to abandon the AI Overlord
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * 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: Sunset of The Badger Era]] ...belt, 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: mult
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ** 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 * Fixed a bug where ships with disabled steering (basically just those affected by the stunner) were ignoring that
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...are now limited on what map types they can appear on based on the terrain types. So you no longer get really strange natural wonders showing up on Mars an * 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
  • ...ate from "intentionally disabled." That way you can see the ones that you disabled vs the ones that are idle much more easily. * The Terraforming tech tree node now lists the tile types you can place after researching it.
    208 KB (34,773 words) - 19:15, 5 June 2015
  • [[AI War 2: Final Pre-Beta Checks]] ...type consolidation. Maze A-D is now "Maze" with 4 subtypes. The other grid types are also consolidated into Grid with subtypes and Clusters Microcosm is now
    182 KB (30,453 words) - 13:10, 11 January 2018
  • [[AI War 2: Pre-And-Post Launch Polish]] ...the initial discussions about all this were [https://forums.arcengames.com/ai-war-ii/my-personal-issues-with-fleets/ here], but other discussions were on
    278 KB (47,062 words) - 16:30, 11 October 2019
  • * 37 New enemies, including 15 elite types and 7 Minibosses. * 5 New Enchant types
    278 KB (45,949 words) - 19:51, 1 February 2015
  • [[AI War 2: The Grand New AI]] ...s to Chthonic_One and Puffin for figuring out that hydra heads and various types of drones were problematic in the extreme without this.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • [[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
  • * 7 new Mission Types ...have been won, meaning various of the unlocks are skipped and more mission types are available right at the start.
    363 KB (62,010 words) - 19:50, 1 February 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
  • The last of the AI War 2 DLCs is now out, the Complete Edition is out, and you can [https://st We expect AI War 2 to have a ''long'' life if AI War Classic is anything to go by. The game is in a really good state, and
    113 KB (17,863 words) - 22:44, 10 May 2024
  • -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
  • ...AI access to extra units, while others radically alter its behavior. Some types are so defense-oriented they don't even launch regular waves, while others ...e, hard, and red/technologist (very hard.) Note that while not all the red types are technologists, sometimes the wiki and game still refer to them all as "
    24 KB (3,558 words) - 16:52, 18 May 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
  • [[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
  • * 4 new Mission Types ...etas but minus the intermediate bugs. See [[AI War:AI War#Release History|AI War's three-year post-release history]] for how this works.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • 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
  • ...July 16), AND a signficant period with no public releases while we ported AI War from .NET/SlimDX to Unity3D. ...of 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 page
    183 KB (30,714 words) - 11:55, 16 September 2017
  • * Fixed a very longstanding bug where the "list of normal bot types that could be spawned on this spot" used during mission mapgen was never be ...NG says GG by pumping all its levels into just one or two really nasty bot types.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • * 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
  • * The "lash" from the Reaper miniboss has been disabled for now, as it was confusing and seemed buggy even though it technically wa * Two new sizes of "test only" room types have been added. These are used during tutorials as well.
    108 KB (18,595 words) - 17:35, 25 October 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
  • =What exactly are the features in the base game of AI War?= ...ce, or just serves as a plain old reference if you want to look up certain types of information.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • * Fixed a bug where the luminith tower and ark were showing as disabled for placement even if you had the resources and could actually place them. === Random Map Types And Factions ===
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ** Normally dynamic skies are disabled on any graphics card that doesn't support at least a 3,000 megapixel per se ** We'd disabled one code method temporarily while testing another water issue, and forgot t
    192 KB (32,418 words) - 19:50, 1 February 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: Making Alpha Fun]] * The various types of warheads now have their proper graphics.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * Fixed an issue that could make it so that miniboss types still were not being seeded in every room. ...take up an abnormally large amount of your screen compared to other region types.
    109 KB (18,636 words) - 19:51, 1 February 2015
  • [[AI War 2: The Arrival of Fleets]] * New Drones for the Swarmer AI no longer show up as bonus ships.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • [[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/
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...Neinzul Nests will now generate mixed waves of their respective youngling types, rather than each squadron being homogenous. ...at every one of its planets. It still does that if it is a difficulty 10 AI, but only seeds a certain percent of wormholes on lower difficulties (Diff
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...he age of man except in the tutorial, and sandbox mode and multiplayer are disabled. ...ps leave building ruins that have any bonuses in them. All other building types leave no bonuses now.
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ...hips except the Mite and the Mothership so that they all now use wandering AI—but abnormally close to you. This way they don't ever just stop and shoo ...re would have to be a counterbalance to keep you from running all over the AI if you figure out that particular fact.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...ut at one time. Now the following caps have been put in for other monster types that come from spawners: ...bled. This saves considerable fiddling. Double-jump is now automatically disabled as soon as you get triple jump, which replaces it, as part of this.
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...d 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 game sta The following minor factions were added in AI War 3.0
    31 KB (5,110 words) - 15:35, 22 November 2018
  • 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 L
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...hot in the salvo, it spawns these patterns, which should only contain shot types of GameEntityCategory.NonSim **if you've got none of that resource left, the system is considered disabled
    40 KB (6,698 words) - 12:54, 5 January 2018
  • [[AI War 2: The Era of Discovery]] ...www.kickstarter.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
  • AI Updates -Added support for removing individual AI types from consideration for random selection by placing disabledaitypes.txt file
    66 KB (10,612 words) - 11:54, 16 September 2017
  • [[AI War 2: Early Access Starts!]] ...ause all potential builders are disabled for some reason, it says what the disabled reason is rather than saying they can't be found.
    50 KB (8,414 words) - 11:12, 15 October 2018
  • [[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
  • * Built-in unity shadows have now been disabled in the game. These were just too huge of a performance hit for too many pe * A number of new things are now disabled by the occlusion system, leading to yet more speed boosts.
    79 KB (13,456 words) - 16:18, 24 August 2016
  • ** These also do some worldbuilding explanations on the various types of mind farm participants and why they would show up, so that's nice. * 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.
    63 KB (10,632 words) - 10:14, 5 April 2024
  • -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
  • ...t is a [[AI War:Fortresses|Fortress]] and shares some perks with the other types. ...rmal Fortresses, these do not require [[AI War:Supply|Supply]] and are not disabled by lack of it.
    5 KB (616 words) - 07:31, 27 July 2016
  • ...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
  • ...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
  • ...en any type of entity, and some things are specific to only certain entity types (ships only, or shots only). So we're going to break it out like that, wit ===== AI-Only Ship Stuff =====
    50 KB (8,387 words) - 14:20, 21 May 2018
  • == 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
  • ==== Map Types ==== ...s, and areas that are empty. It's trying to evoke the Simple/Realistic map types from AIWC
    19 KB (2,923 words) - 20:21, 22 August 2021
  • -Previously, if there was no command station present at an AI planet receivingreinforcements, then some of the ships would just appear at ...Also, wormhole reinforcements in general have been toned down a bit until AI difficulty 8.
    18 KB (3,048 words) - 19:47, 1 February 2015
  • ...tain is a lot more difficult now. It has been promoted to now be a HARDER AI type instead of a MODERATE one. ...e scenarios from what they previously were. For one thing, this will make AI players use lower-level force fields on lower-level planets, like they shou
    16 KB (2,661 words) - 13:39, 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- ...} | [[Ammunition Types and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]]
    8 KB (1,023 words) - 13:18, 28 October 2017
  • :''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
  • ...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 *Added a new "Vs Garbage" player-versus-player (or player-vs-AI) mode.
    10 KB (1,627 words) - 19:52, 1 February 2015
  • ...s-Comment-ToDisable" note next to the AI types that you would like to have disabled. [[AI War:AI War]]
    349 bytes (61 words) - 13:59, 1 February 2015
  • This page is for public contributors for the AI War section of the Wiki to coordinate. ...se see this page for page layout guidelines: [[AI_War_Wiki_Page_Guidelines|AI War Wiki Page Guidelines]]
    4 KB (616 words) - 15:33, 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
  • ...s/1746490 Spire] kickstarter goal, and draw further inspiration from the [[AI War:What Is The Fallen Spire Minor Faction|Fallen Spire Minor Faction]] fro ...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
  • Engine damage is one of the less common aspect of AI-war gameplay. A Ship's base speed is determined by a ratio of their engine ...s into your territory. This is very useful when planning defenses in which AI ships have to travel a large distance to reach their targets, especially in
    3 KB (453 words) - 12:16, 23 September 2017
  • ...ame Setup ''Ships'' tab. When that option is disabled, neither humans nor AI can obtain this ship. <br/>Part of the [[AI War Expansion 3: Light of the Spire|Spire Fleet]]
    2 KB (324 words) - 13:09, 28 October 2017
  • ...k on this link to be directed to the correct page: [[AI War:Minor Factions|AI War Minor Factions]]<br/> ...d 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 game star
    10 KB (1,590 words) - 15:57, 22 November 2018
  • #REDIRECT[[AI War:Disabled AI Types]]
    37 bytes (6 words) - 14:31, 4 March 2015
  • Modular ships have come to AI War 2 as of version 3.900! This guide is meant for folks who already under ...This duplicates the concept of things like the Riot Control Cruiser from AI War Classic, whereas the "more module budget over time" is more like champi
    11 KB (1,909 words) - 17:36, 21 February 2022