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  • [[AI War 2: The Final Cycle]] ...tically improves... performance, multiplayer correctness, how easy or hard the game is to code to, etc.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • * Updated the player-community credits to reflect contributions during the 5.0-to-6.0 run. Thanks everyone! ...in the last version where the list of available modules wasn't showing on the ship design at all, if your monitor (not resolution) was above a certain si
    407 KB (65,607 words) - 12:09, 16 September 2017
  • [[AI War 2: The Great Refactor]] ...to really get rid of a TON of annoying things and things that slowed down the simulation or made networking have issues, or otherwise.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...and the "Spirecraft - Hard" minor factions to not specifically state that the extra attacks include golems or spirecraft, since there's no guaruntee of e ** Spawns now only happen when the marauder counter is "fully charged" (40 for diffs < 9, 80 otherwise) instea
    367 KB (58,728 words) - 12:16, 16 September 2017
  • == Statistics For The Curious == ...were (as always) a huge help. 123 Players were thanked over the course of the 500 individual changes that were made.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...ut it wound up taking over four months and touching almost every aspect of the game. A more detailed writeup can be viewed [https://store.steampowered.co ...amount of refinement and polish in this phase was also really intense, and the final product is something we're super proud of.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • == Statistics For The Curious == ...ges! 895 distinct changes were made as part of 97 different releases over the course of 611 days. [http://www.arcengames.com/forums/index.php/topic,1180
    223 KB (36,110 words) - 11:56, 16 September 2017
  • [[The Last Federation Post-1.0 Release Notes]] * The vote to join existing federation text was using skylaxian-sounding terminol
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...to us. It was a really useful period in that regard, and by the end of it the alpha was in a stable enough status that we did get some questions of "why ...status. Progress is steady, however, and people are having fun, which is the important thing.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • [[AI War 2:The Paradigm Shift]] ...This phase did see a major UI overhaul for attractiveness and theming, and the number of mods and ease of using them rose quite a lot.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...ed! 1063 distinct changes were made as part of 44 different releases over the course of 114 days. * The Ability to swim!
    363 KB (62,010 words) - 19:50, 1 February 2015
  • == Statistics For The Curious == * The combined release notes for those 53 betas total over 360 kilobytes of text.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...eed! 778 distinct changes were made as part of 36 different releases over the course of 51 days. ...players. We sincerely thank each and every one of those players who played the game in Boston.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • [[The Last Federation Post-2.0 Release Notes]] * On normal difficulty and up, the number of spy probes per spacefaring race in deliver spacefaring tech missi
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...se notes became too long and a successor page was created in order to keep the length down. ...especially on starting battlestations. Effectively a long running tweak in the scalings file doubled all mine counts and some base game starting battlesta
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...ty.com/games/573410/announcements/detail/1732082664630714967 "Retrieval of the Lost Arks" Plus an Essay, Apparently.]. ...new content and mechanics that would be easier for players to understand. The procedural elements we were toying around with wound up being discarded (at
    260 KB (44,014 words) - 13:36, 4 October 2018
  • == Statistics For The Curious == ...0 hours. This is with a major chunk of Tidalis's development happening in the middle (it was released July 16), AND a signficant period with no public re
    183 KB (30,714 words) - 11:55, 16 September 2017
  • [[AI War 2: Sunset of The Badger Era]] ...equivalent of "first AI War plus four expansions," we were ready to tackle the next big thing: multiplayer!
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...es in 425 days. Thanks to player feedback (some new, some from years ago) the game is now better than ever. ...em in favor a new radically-different mechanic found a lot of support from the community.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • [[AI War 2: The Refinement of Fleets]] ...ake this clearly the superior product in terms of playability, fun factor, the amount of fun thinking-about-interesting-challenges you do during gameplay,
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...e bunch of other areas of the game at the same time. Finally implementing the new lobby and how a lot of that works, for instance. So a whole bunch of g ...time" where you're just waiting around (unlike the first game). A lot of the initial discussions about all this were [https://forums.arcengames.com/ai-w
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...BL light source that is much bluer and also brighter, changing the look of the dark side of ships and objects. ...a way to get the glowy look simply by using HDR emissive colors that give the illusion of glow thanks to changing shades at oblique angles.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...e-shot bursts in a brief sequence rather than all at once, to give more of the desired visual effect (gameplay impact should be minimal) : * Fixed bug where enclave starships (the normal ones, preservation wardens, and roaming enclaves) were not being con
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...iod! 800 distinct changes were made as part of 62 different releases over the course of 56 days. For extended thoughts about the design decisions during this period, please see [http://christophermpark.bl
    278 KB (45,949 words) - 19:51, 1 February 2015
  • NEW ART -All of the new art is by Philippe Chabot except where here noted. -The Leech Starship has all-new graphics, and the Raid Starship graphics have been much improved.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • * Added Mouse tab to the Input Bindings screen; it's just a static listing of controls and cannot be ...a game with an expansion disabled when the "last used" AI Type for one of the AIs requires that expansion.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...ural Wonders 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 ...he same, but which have visuals that fit in with the martian scenery now. The remaining 10 natural wonders simply will not be present on mars -- but ther
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...lish actions against underground buildings would be interpreted as against the surface building above them. Thus preventing demolishing something under a ** Thanks to tadrinth for the report and save
    208 KB (34,773 words) - 19:15, 5 June 2015
  • [[AI War 2: The Pivot]] == Version 0.722 Down the Wormhole ==
    161 KB (27,377 words) - 16:31, 24 April 2018
  • [[AI War 2: The Era of Discovery]] == What was the "Pivot?" ==
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...eed! 640 distinct changes were made as part of 40 different releases over the course of 43 days. A player is thanked in at least 307 of those changes. * The Intro Mission
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ...hood we were building toward multiplayer, the first expansion (released at the end of this phase), and an unexpected ton of AI improvements. ...a base that makes it look like it should be standing on something. It was the only turret to have that style of design, we think.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • [[AI War 2: The Grand New AI]] ...were having fun with. But inevitably, the more people we had playing it, the more things get brought to our attention to refine and make as smooth and f
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...biting bubbles, and the AIs have turned their attention outward, away from the galaxy, to alien threats or opportunities unknown. ...uietly subduing those subcommanders without alerting central processing to the danger until it's too late.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • =What exactly are the features in the base game of AI War?= ...ms of free DLC, etc. This listing is current as of version '''3.120''' of the game.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ...ltiplayer was better than ever. This phase marked the very last stages of the multiplayer beta before it left that status. ...r this period), plus some other bits that we just always wanted to add for the game.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • * Floor skipping abilities will no longer work on the last floor of the run. * Fixed a bug where the space invaders boss's little spawning guys were granting absolutely obscene
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...rd. 620 distinct changes were made as part of 34 different releases over the course of 20 days. 28 Players are thanked in this series. Some of the most common names this time around are:
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ...Fallen Spire Campaign, they contain spoilers. The entries can be found in the 3journal.xml file located in your game directory "\AI War Fleet Command\Run During a recent routine scan for variations in the AI's warp grid, our personnel detected an abnormal subspace signal near our
    41 KB (6,782 words) - 12:38, 27 February 2015
  • * The game now more aggressively updates its world coordinates for the mouse cursor, making sure that scrolling-based issues that could happen whi * The game now links to the new beta release notes page, rather than the pre-beta release notes page.
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ...notes they needed to be cut down and edited. So here is the original, and the cut-down version is here: * The science and hacking scales, which were 1000 and 15 previously, have now bee
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...visuals for it (all five marks, although only one mark is actually used in the game right now). * The Spider Turrets, Lightning Turrets, Beam Cannons, Sniper Turrets, and Focuse
    123 KB (20,999 words) - 17:37, 25 October 2018
  • This is for pre-release testing for the Zenith Onslaught. It was used for patch notes as well. It is now out of dat ...Feel free to change anything to your taste. Also check out the section at the bottom of this wiki page for some ideas and mechanics you might find useful
    113 KB (18,449 words) - 16:11, 1 June 2021
  • =What exactly is added via The Zenith Remnant expansion?= ...ships. But that's more than a little vague. Here, specifically, is what the expansion adds:
    28 KB (4,560 words) - 19:50, 1 February 2015
  • ...d in. The most relevant one is called ArcenDebugLog.txt. You can send us the whole thing, or just strip out relevant parts. ...That gets overwritten the next time you run the game after a crash, unlike the other log. These can be found here:
    114 KB (18,064 words) - 16:22, 14 May 2024
  • [[category:AIWarZR]][[File:AIWarZRLogor.jpg|center|The Zenith Remnant]]<br/><b>Every planet is a choice. Every choice has a conseq ...your 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 su
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ...iod! 242 distinct changes were made as part of 17 different releases over the course of 25 days. 43 Players are thanked in this series. Some of the most common names this time around are:
    89 KB (14,646 words) - 19:51, 1 February 2015
  • Updated Bomber I, II, III, IV, Core Updated Cruiser I, II, III, IV, Core
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...ers (multiplier is 1 + 0.33 for each additional player now instead of just the number of players). ...presence, now the chance of the spawns is proportional to the intensity of the starship presence.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...Shadows Minor Faction, they contain spoilers. The entries can be found in the 4journal.xml file located in your game directory "\AI War Fleet Command\Run Long Title: Miners in the $planetName nebula are requesting our assistance against attacking Marauder
    62 KB (10,032 words) - 05:06, 2 March 2015
  • [[AI War 2: The Arrival of Fleets]] ...t some new content in place as well as continuously refining huge areas of the game.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • [[HotM: After The Transformation]] ...lly (ranging from 3x to 4x). Essentially, people were just flying through the tech tree too fast, and this was leading also to analysis paralysis because
    63 KB (10,632 words) - 10:14, 5 April 2024
  • ==What Effect Do AI Progress Increases Have On The Game?== * The AI gains higher Mark and greater numbers of ships for waves, cross planet a
    15 KB (2,573 words) - 15:05, 24 April 2015
  • Guard Posts are immobile AI units. They are AI equivalent for turrets and are the main challenge when neutering or capturing an AI planet. They block resourc ...ral pools of guard posts; the planetary generation picks them depending on the type of planet.
    15 KB (2,291 words) - 05:52, 10 July 2016
  • ...e much experience with this game (hopefully you have played through all of the in-game tutorials already at this point, though -- they are invaluable even ...2, which will be extremely easy and will give you more time to get used to the game.
    40 KB (7,197 words) - 01:47, 5 October 2016
  • [[File:AIWarVotM.jpg|center|Vengeance of the Machine]]<br/> =What exactly is added in the Vengeance of the Machine expansion?=
    14 KB (2,253 words) - 20:05, 6 August 2020
  • ...as been completely overhauled for AI War. Previously, the home planets for the AI were always very similar to one another, and often they were something o ...he AI home command stations. You had to destroy those, and that was really the only goal; therefore, that was super hard if you didn't have enough firepow
    6 KB (1,058 words) - 19:48, 1 February 2015
  • Energy Storm (replacing the prior Thor track, which was often unpopular) -The way that build queues work has been completely revamped; the time required to build queue-based ships is now based on their metal/crysta
    48 KB (8,166 words) - 13:40, 1 February 2015
  • -added support for AI plots, which are enabled in the new "AI Plots" tab in the new game lobby. ...on the death of the core command station of the AI with the avenger plot. The Avenger is incredibly powerful, and will go straight for human home command
    41 KB (6,639 words) - 19:47, 1 February 2015
  • [[File:AIWarLotS.jpg|center|Light of the Spire]]<br/> <b>The Spire are coming...</b>
    28 KB (4,541 words) - 20:03, 6 August 2020
  • =What exactly is added in the Light of the Spire expansion?= ...at, it adds a ton of more types of large ships, notably the spirecraft and the bonus ship types. In all, there are 180 new ships added in this expansion,
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ...want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]]. ...be <b>much</b> harder. Therefore, our intention is that it be much harder the first time you try it ;)
    30 KB (5,095 words) - 15:36, 22 December 2016
  • ...l modifers with AdditiveMultiplier are added together beforing multiplying the value (applies after Add and before Multiply MathType modifiers). ...o the damage of critical hit shots generated by this entity/system, not to the entity itself
    63 KB (10,263 words) - 17:36, 25 October 2018
  • * Added some explosives around the generator in the Two Factor challenge room for players without a launcher. ...aky issues in the Two Factor challenge room that could potentially prevent the room clear from triggering normally.
    47 KB (7,365 words) - 20:22, 26 January 2024
  • ...Tower Defense. You'll be continuously commanding units in battle, explore the galaxy, and defend your planets all at once. It's recommended to start with the tutorials.
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...n a 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 way As of core game version 8.xx, almost all hacking gets done through the Hacker unit, which places immobile hacking devices in AI systems.
    13 KB (2,173 words) - 05:59, 28 July 2016
  • ...se-oriented. The type you're up against can greatly influence how you play the game. ...hard.) Note that while not all the red types are technologists, sometimes the wiki and game still refer to them all as "technologist."
    24 KB (3,558 words) - 16:52, 18 May 2019
  • |[[File:AIWarEye.png|100px|left|Eye]] || valign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Sen .... Specifically, the AI Eyes make sure that your ships only ever outnumber the AI ships 2:1. Spawned ships are zombie bots, which are overly aggressive a
    2 KB (335 words) - 01:06, 25 February 2013
  • |[[File:AIWarEye.png|100px|left|Eye]] || valign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Thr ...net in this galaxy. Those ships will then seek to attack the humans where the opportunity seems best.<br/>
    3 KB (397 words) - 01:22, 25 February 2013
  • ...n|AI Home Command Station]]. There are always two of them in each game and the ultimate objective is to destroy both command stations. On the galaxy map, an AI Homeworld has a bigger star and a larger halo (white or r
    2 KB (374 words) - 17:40, 26 October 2016
  • Ready/NotReady in the Lobby ...d/remove players, and change player colors. A full sync is required after the contents of this panel are saved.
    29 KB (4,906 words) - 13:40, 1 February 2015
  • |[[File:AIWarEye.png|100px|left|Eye]] || valign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Tra ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.<br/>
    3 KB (328 words) - 01:25, 25 February 2013
  • |[[File:AIWarEye.png|100px|left|Eye]] || valign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Rai ...it dies automatically with the last such guard post. When fully charged, the Raid Eye will trigger an attack wave.<br/>
    2 KB (316 words) - 01:19, 25 February 2013
  • |[[File:AIWarEye.png|100px|left|Eye]] || valign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Pla ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.<br/>
    2 KB (314 words) - 01:13, 25 February 2013
  • ...update this. However, it's a good question as to how life could evolve on the various hostile sorts of planets that we have in this solar system, so here ...in a lot of respects. Extremely arid planet that is just far enough from the sun to not turn outright molten. These are small and paradoxical kinds of
    22 KB (3,829 words) - 14:13, 30 July 2015
  • == Breakdown of the Types Of Threads == * Anything that happens on the long-term planning thread is happening on the host only.
    22 KB (3,954 words) - 15:22, 5 June 2020
  • ...no data prior to the time the savegame was loaded into the new version of the program. -The tutorials and in-game hover text have been updated to make it clearer that
    22 KB (3,797 words) - 13:38, 1 February 2015
  • ...an Blade Minor Faction, they contain spoilers. The entries can be found in the 6journal.xml file located in your game directory "\AI War Fleet Command\Run Short Title: Tracking The Second Exile
    12 KB (2,083 words) - 12:46, 27 February 2015
  • ==Are There Cheats In The Game?== ...09 of the game, yes there are. To use cheats, you have to enable these in the lobby (there is an Enable Cheats checkbox). Enabling cheats does not impac
    10 KB (1,688 words) - 10:27, 24 October 2018
  • ...ged. The planet on which this shield generator sits must be controlled by the humans (with a [[Command Station|Human Command Station]] built) before it c Core Shield Generators are linked into five networks: A, B, C, D, & E.<br/>
    3 KB (488 words) - 15:08, 5 August 2015
  • ...tice of AI powers while preparing for an attack against the AI homeworlds. The game takes place on a procedurally generated galaxy map with between 10 and ...epth, [http://arcengames.com/designing-emergent-ai-part-1-an-introduction/ the behavior of its AI opponents], and strong ties between fans and creators.
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...t desert their posts. This is in addition to the existing 50% chance when the enemy command station is lost. ...known Path" no longer flashes next to each planet on the galaxy map before the actual number of hops are calculated.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • ...can be enabled in any combination with each other, and in combination with the usual AI types, plots and map styles. These minor factions exist on planet ...set from 1-10, with 1 being a minor impact and 10 having a large impact on the game. Exceptions are minor factions that are controllable ships. These can
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ...e available to both Humans and AI players, but some are reserved to one or the other. ...a captured Advanced Starship Constructor to be built up to MkIV (provided the MkIII has been unlocked with [[AI War:Knowledge|Knowledge]]). Their ship ca
    9 KB (1,360 words) - 04:49, 23 August 2016
  • ...hese are the two major ways in which the AI is able to get new ships after the game has started. ...nt cycles are a bit randomized, and a bit based on the difficulty level of the AI player (higher difficulty level AIs get more frequent reinforcements, sa
    16 KB (2,944 words) - 15:36, 24 April 2015
  • '''Q:''' The first expansion to AI War, The Zenith Remnant, introduced a new class of ship called golems. What are the ...ut of repair in most cases. The only functioning, modern golems belong to the Zenith aliens themselves (which players can encounter as minor factions).
    13 KB (2,356 words) - 10:42, 9 July 2016
  • These are units the AI doesn't use itself during a game but that are interesting targets for Hu ...e:AIWarCoreFab.png|50px|left|]] || valign="top" | [[AI War:Core Fabricator|Core Fabricator]] ('''Capture''' / '''Hack''')<br/>Allows fabrication of a speci
    3 KB (470 words) - 10:40, 17 August 2016
  • ...ul minor factions, against new AI types in general, and enlist the help of the friendlier members of this new alien presence. ...g you against the backdrop of the regular AI forces. For advanced players, the Hybrid Hives provide more cut-throat opposition than ever.
    17 KB (2,826 words) - 19:48, 1 February 2015
  • ...s, which can be modified in the game setup. Descriptions below will assume the default allegiance. ...ecommended not to add hostile DLC factions until you feel comfortable with the game.
    23 KB (4,003 words) - 17:01, 6 August 2022
  • ...After 30 minutes of acting as simple threat, these ships will join up with the threatfleet. ...rated 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.
    11 KB (1,701 words) - 15:33, 24 April 2015
  • -Force fields are now a new category of their own, separate from the general "heavy defense" category. ...force fields, and are thus able to shoot ships under them. They also have the same small bonus against force fields.
    20 KB (3,494 words) - 13:39, 1 February 2015
  • <big>'''What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?'''</big> ...rd that the AI here is something new and different, but I'm wondering what the high points of this explanation are?
    20 KB (3,483 words) - 13:42, 1 February 2015
  • =What exactly is added in the Children of Neinzul micro expansion?= ...iverse were the Zenith. This micro-expansion introduces a new alien race, the Neinzul. This micro-expansion will be focused around them.
    15 KB (2,373 words) - 19:47, 1 February 2015
  • All planets adjacent to an [[AI War:AI Homeworld|AI Homeworld]] are '''Core Worlds'''. They are by default [[AI War:Planet Mark|Mark]] IV planets with ...nstead of one, along with a Mark III [[AI War:Fortress|Fortress]] close to the [[AI War:Orbital Command Station|Orbital Command Station]].
    855 bytes (143 words) - 09:48, 18 August 2016
  • =What exactly is added in the Ancient Shadows expansion?= ...nter factions. There are also new bonus ship types, AI types, map styles, core guard posts, modular fortresses, a new minor faction, and a lot more music
    9 KB (1,324 words) - 20:04, 6 August 2020
  • -Scout starships no longer have the munitions boosting ability. ...hts with the AI trying to make its ships attack targets that are immune to the attacking ship's shots.
    14 KB (2,434 words) - 13:39, 1 February 2015
  • ...get. Especially when the set of eligible ships is heavily restricted (e.g. the guardian-only or starship-only AIs). * Fixed a null-reference bug in the code for drawing health bars of carriers.
    27 KB (4,501 words) - 17:36, 25 October 2018
  • ...] kickstarter goal, and draw further inspiration from the [[AI War:What Is The Fallen Spire Minor Faction|Fallen Spire Minor Faction]] from AIWC. ...umber of minor factions have unique attributes that can only appear during the spire campaign.
    23 KB (4,043 words) - 14:00, 6 April 2022
  • ...e the [[AI Home Command Station]] in that system can be destroyed.<br/>All Core units are considered to be Mark V level units and increases [[AI Progress]] ...t]]<br/>Middling weaponry, but significantly boosts both the munitions and the armor of all nearby AI ships.
    5 KB (733 words) - 20:46, 26 April 2015
  • ...the shot was directed straight at the force field itself, or sometimes if the mode was Fast & Dangerous. Fixed. -In recent releases, the CounterSpy ship was unable to actually hit cloaked ships. Fixed.
    18 KB (3,048 words) - 19:47, 1 February 2015

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