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  • ...100px|left|Wormhole Guard Post]] || valign="top" | These massively-armored guard posts have practically no guns, but stand sentinel over wormholes that the ...[[AI War:AI Types|AI Type]] replaces all wormhole guard posts with regular guard posts.
    1 KB (168 words) - 05:52, 10 July 2016

Page text matches

  • Guard Posts are immobile AI units. They are AI equivalent for turrets and are the There is several 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
  • ...sion 7.001 and up can be found at [[AI War:Current_Post-7.000_Beta|Current Post 7.000 Beta]]. ...g units (the expansion has a guard post, a dire guardian, and a core guard post with that ability) were not actually attrit'ing the swallowed starships.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...sion 6.001 and up can be found at [[AI War:Current_Post-6.000_Beta|Current Post 6.000 Beta]]. ...orders would auto-target stuff that should not be auto-targeted (wormhole guard posts, AIP-on-death structures, etc) if the unit in question shot them firs
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * Make wormhole borers less apt to target their own planet * When ships have just exited a transport, or just traversed a wormhole in sight of a player, it now sends a bit of extra data to make absolutely s
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...events the warp-in and warp-out sounds from playing when they go through a wormhole (kinda nice when they're patrolling your planets at a rapid pace). * Now that AI Shield Sphere Guard Posts have so much health, they are no longer used in the intermediate tuto
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ** This is all the guardians, and basically everything but the fleetships and guard posts are now taken care of. And some of the Arks. ** Alarm post redone (always had too crazy of lights, and was very dark now)
    186 KB (31,438 words) - 17:26, 13 July 2020
  • [[AI War 2: Pre-And-Post Launch Polish]] ...o they would still stack up; and then also ships that were on the way to a wormhole or transport but then also had a current speed of 0 would STILL not be able
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ** Normal guardians, guard posts, forcefield generators, grant 50. ** Dire guardians, dire guard posts, grant 75.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...breviated'', organized version 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 ove ...asis on larger centerpieces. The AIs have massive new command stations and guard posts, as well as mobile Guardians that not only defend but launch often-br
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...breviated'', organized version of the full release notes ([[AI War:Current Post-4.000 Beta|here]]). ...there were so many balance changes there with the introductions of the new guard posts and guardians, not to mention the new player economy in that version,
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...ery on enemies planets, with a somewhat strong alpha-strike when exiting a wormhole. On defense building the full cap is less useful as it'll lose 3/4 of its f * Fixed some harmless but annoying error messages that could pop up when wormhole invasion data was saved, if it was in just the wrong state at the time.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...75%, etc). Note that it will always round down, but seeds a minimum of 1 wormhole per planet. ...player should have to make a conscious decision (either in destroying the post or the command station) for that to happen.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...breviated'', organized version of the full release notes ([[AI War:Current Post-5.000 Beta|here]]). ** 3 _Nasty_ new Core Guard Post types for the AI to defend its homeworlds with.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • [[AI War 2: Post Completion Part II]] The game's first year and a few months post-completion saw a huge amount of modder and volunteer updates to the game, t
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * You can now click wormhole names as well as the actual wormholes themselves in the planet view. This * Wormhole graphics have been replaced by a particle system, since the old style of gr
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...ostly out of date. A more recent list of guard posts is available [[AI War:Guard Posts|here]]. <big>'''What Do Guard Posts Do?'''</big>
    8 KB (1,442 words) - 02:58, 17 June 2016
  • ...tutorial is now massively different, accounting for the addition of unique guard posts and the removal of turrets. Also adding guardians on a few planets, ...ression, so that players won't feel so lost when starting their first real post-tutorial campaign without the hand-holding.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...hus slowing them down and also causing them to have a braindead Praetorian Guard subfaction). Essentially if we can't find the proper PG difficulty, it wil * When you mouseover a wormhole, for the first time in AI War 2 it now has a tooltip.
    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]]. ** The neinzul spawner core guard post now spawns about 1/12th as many of these as before.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...ves) in general, most recently the code to allow Exos to sync with CPAs or Wormhole Invasions ** Wormhole Invasions and their related budgets.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Macrophages use the "Charger" mechanic for a speed boost when using a Wormhole. ...ic, where a ship has damage resistance for 5 seconds after going through a wormhole
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...e queuing of some certain kinds of orders after movement, attack, traverse-wormhole, or whatever. * The Praetorian Guard no longer gets any mark level upgrades above the ambient of the AI during t
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Fixes a few Ghost Wormhole Sentinels appearing in the normal group. ** All of the guard posts now take 10 shots (mainly this means if they are the Ghost versions o
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...s with tracking "nearby unengaged mobile strength"; notably it counting AI guard ships and not properly populating all the relevant lookup tables due to the * From BadgerBadger: Now the name of a wormhole glows red when a wave is going to come through it.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...e description of how you get science has been fixed up to be fully correct post-pivot. * Ships no longer explode when going through a wormhole
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...AI plots. There are also new bonus ship types, AI types, map styles, core guard posts, guardians, core turret controllers, and more awesome music from Pabl ...) and most also try to be extra clever in how they place their station and guard posts.
    14 KB (2,253 words) - 20:05, 6 August 2020
  • * Aedile AI Type: This AI has a somewhat stronger praetorian guard which is allowed to roam a bit further from its Homeworld. (Hard) * Praetor AI Type: This AI has an extra-strong praetorian guard which is allowed to roam much further from its Homeworld. (Brutal)
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...ly Evade" control node that prevents scout evasion behavior when exiting a wormhole onto a friendly planet. ...patrol between the guard posts on a planet if there are at least two such guard posts. If there are not, then they will patrol at random.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ** In guard post placers during mapgen, for guarding metal generation spots (aka faster mapg ...And devourers. And things you can hack for ship types. And exogalactic wormhole warnings. And instigator base warnings, and alerted eye warnings. And dev
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...and command stations (note: this also includes the perma-cloaked wormhole guard posts, which don't die until the command station dies, usually. So planets ...with an alert level have filled up. "Filling up" depends on the number of guard posts and command stations at that planet.
    16 KB (2,944 words) - 15:36, 24 April 2015
  • | ''On all planets:'' All [[Wormhole Guard Post]]s replaced with normal Guard Posts | This AI uses normal guard posts instead of wormhole guard posts next to each of its wormholes. The result is that you generally take
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ...hines -- and lost. AI death squads stand watch over every planet and every wormhole, the few remaining human settlements are held captive in orbiting bubbles, .... But its artillery shells can do grievous harm to starships, fortresses, guard posts, guardians, and turrets.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...ead staying with the other dormant ships around their [[AI War:Guard Posts|Guard Posts]]. They only attack if part of the [[AI War:Threat|Threat]] Fleet, wh ...he command station or one of the guard posts. The command station or guard post in question can't already have its cap of guardians. If the AI is unable to
    10 KB (1,457 words) - 12:01, 21 August 2016
  • -AI planets no longer get extra reinforcement ship cap from wormhole guard posts. This makes the practice of "neutering" AI planets once again effect ...vides incentive for players to at least partially neuter really high-guard-post-containing planets that are near to the player's area. On the higher diffi
    41 KB (6,639 words) - 19:47, 1 February 2015
  • .... But its artillery shells can do grievous harm to starships, fortresses, guard posts, guardians, and turrets. ...o reinforce itself (although certain other structures, like Special Forces Guard Posts, also need to be destroyed to completely prevent the AI from reinforc
    41 KB (6,447 words) - 19:47, 1 February 2015
  • * Yet another version of the wormhole has been added, this time completely shader-based with no physical rotation === Coming Soon: Post-Processing Visual Stack Upgrades ===
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...kill those guard posts to make a permanent effect! Once you have all the guard posts gone, that's when it is time to go after the command stations. ...ore valuable targets. And it's also 50% possible that any other remaining guard posts will release their guards, sending them after you. So make sure that
    14 KB (2,437 words) - 19:50, 1 February 2015
  • ...y-capacity transport with advanced teleportation and no self-attrition-per-wormhole. The advanced teleportation lets the jumpship pass through wormholes and a ...ets with this expansion. That said, we also added a number of new Core AI Guard Posts, to help with the variety of the endgame.
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ...y-capacity transport with advanced teleportation and no self-attrition-per-wormhole. The advanced teleportation lets the jumpship pass through wormholes and a ...ets with this expansion. That said, we also added a number of new Core AI Guard Posts, to help with the variety of the endgame.
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...AI having waaaay too many ships for a while, but if we pack those into the guard posts as contents that are not deployed yet, that should have zero performa * Wormhole Sentinels have been removed, for now, as they really just kind of get in th
    122 KB (21,444 words) - 14:29, 18 April 2019
  • .... Previously, there were separate queues for attack, move, and go-through-wormhole commands, but they could not be comingled with one another or with the queu ...l summaries. The only ship that is this way for AIs presently is Wormhole Guard Posts, which will be enabled even when cloaking is disabled in the lobby (p
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...Threat, AI Warden Fleet, AI Hunter Fleet, AI Instigators and AI Praetorian Guard. *The AI Praetorian Guard behaves like the AI Warden Fleet, except they will only appear near and on
    44 KB (7,548 words) - 13:50, 25 April 2022
  • == Version 0.722 Down the Wormhole == ...havior AI ships used when exiting a wormhole. This was left over from when wormhole traversal was always going to be on the edge of the gravwell, with a specia
    161 KB (27,377 words) - 16:31, 24 April 2018
  • : [[AI War:Current Post-8.000 Beta|Upcoming and latest patch-notes]]. * [[AI War:Guard Posts|Guard Posts]]
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...ation Shield Guard Post|Command Station Shield Guard Post]]. Moreover, all guard posts on AI homeworlds are invulnerable while at least one [[AI War:Core Sh ...ess|Fortress]] Mark III and an [[AI War:Exo-Galactic Wormhole|Exo-Galactic Wormhole]]. The Home Command Station emits a planetary [[AI War:Tachyon|Tachyon]] fi
    2 KB (374 words) - 17:40, 26 October 2016
  • ...expanded after those articles were written. AI War Classic was in active post-launch development on and off through 2014, and Keith LaMothe in particular This sort of "wait at the wormhole to a planet before attacking" was something you could easily notice, and yo
    17 KB (3,033 words) - 12:27, 18 September 2020
  • ...100px|left|Wormhole Guard Post]] || valign="top" | These massively-armored guard posts have practically no guns, but stand sentinel over wormholes that the ...[[AI War:AI Types|AI Type]] replaces all wormhole guard posts with regular guard posts.
    1 KB (168 words) - 05:52, 10 July 2016
  • [[AI War 2: Post Completion]] *Doubled Mines for Orbital Stealth Guard posts and they can spawn in a second, farther ring
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...rden Fleet, Neinzul in the Border Aggression and Templar in the Praetorian Guard. * Reduced tachyon for guard posts.
    113 KB (17,877 words) - 00:40, 12 May 2024
  • ...AI. A wave consists of a group of ships sent from another galaxy through a wormhole by a [[AI War:Warp Gate|Warp Gate]]. ...e tint instead of the usual reddish color. On the galaxy map, the "Hostile Wormhole" display lists the number of wave-eligible wormholes leading to that planet
    5 KB (878 words) - 14:09, 29 November 2016
  • ...osts|Guard Post]] on their planet (not counting wormhole and special force guard posts). Guerrilla-style raids and heavy usage of [[AI War:Starships|Starshi ...otage [[AI War:Hacking|Hack]] can get rid of an eye without destroying the guard posts. While handling the hacking response during the hack under the eye's
    4 KB (667 words) - 02:28, 25 August 2016
  • ...ect attacks) or use tractor beams on them. All ships also now come out of wormhole at a constant move rate of 12, regardless of normal or free-roaming defende ...ps seeming to appear at any place on a planet, rather than emerging from a wormhole and then moving to their destination.
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...ng Attack Waves against this planet, including normal Waves, Counterattack Post waves and so on. Also prevents the adjacent planets from going on alert fro ...nd Station]] is destroyed, any [[AI War:Wormhole Guard Post|Wormhole Guard Post]], [[AI War:Warp Gate|Warp Gate]] or [[AI War:Design Backup Server|Design B
    20 KB (2,345 words) - 12:52, 30 October 2018
  • ...as impaling themselves on defenses on one wormhole, when there is another wormhole that is undefended, but sometimes this surprise factor can lead to unexpect ...r sometimes if the player takes control of the planet on which their guard post resides. Ships that are in Special Forces mode are mobile, and just travel
    20 KB (3,483 words) - 13:42, 1 February 2015
  • ...y-capacity transport with advanced teleportation and no self-attrition-per-wormhole. The advanced teleportation lets the jumpship pass through wormholes and a ...lucky cases, the hostile [[AI_War:Force_Field|Force Field]] will cover the wormhole back to human space, trapping the jumpship until the player shrinks or dest
    8 KB (1,023 words) - 13:18, 28 October 2017
  • ...guerrilla-style raids until it dies automatically with the last such guard post. Specifically, the AI Eyes make sure that your ships only ever outnumber t ...nd build their own. The AI Eye will then self-destruct regardless of other guard-posts still living at this time.''
    2 KB (339 words) - 08:58, 17 August 2016
  • ...guerrilla-style raids until it dies automatically with the last such guard post. ...nd build their own. The AI Eye will then self-destruct regardless of other guard-posts still living at this time.''
    2 KB (304 words) - 08:58, 17 August 2016
  • ...guerrilla-style raids until it dies automatically with the last such guard post. ...nd build their own. The AI Eye will then self-destruct regardless of other guard-posts still living at this time.''
    2 KB (331 words) - 08:59, 17 August 2016
  • ...guerrilla-style raids until it dies automatically with the last such guard post. ...nd build their own. The AI Eye will then self-destruct regardless of other guard-posts still living at this time.''
    2 KB (318 words) - 09:01, 17 August 2016
  • ...guerrilla-style raids until it dies automatically with the last such guard post. When fully charged, the Raid Eye will trigger an attack wave. ...nd build their own. The AI Eye will then self-destruct regardless of other guard-posts still living at this time.''
    2 KB (322 words) - 08:59, 17 August 2016
  • ...guerrilla-style raids until it dies automatically with the last such guard post. When fully charged, the Nuclear Eye will detonate and destroy everything ...nd build their own. The AI Eye will then self-destruct regardless of other guard-posts still living at this time.''
    3 KB (382 words) - 22:30, 22 October 2018
  • ...guerrilla-style raids until it dies automatically with the last such guard post. When fully charged, the Threatening Eye will warp additional AI attack sh ...nd build their own. The AI Eye will then self-destruct regardless of other guard-posts still living at this time.''
    2 KB (344 words) - 09:00, 17 August 2016
  • ...guerrilla-style raids until it dies automatically with the last such guard post. ...nd build their own. The AI Eye will then self-destruct regardless of other guard-posts still living at this time.''
    2 KB (332 words) - 09:00, 17 August 2016
  • ...guerrilla-style raids until it dies automatically with the last such guard post. When fully charged, the Threatening Eye will warp additional AI attack sh ...nd build their own. The AI Eye will then self-destruct regardless of other guard-posts still living at this time.''
    3 KB (397 words) - 01:22, 25 February 2013
  • Shortly after transiting the abnormal wormhole into the $planetName nebula we received a transmission on a human channel t ...ranting us access to nebulae and other areas of the galaxy that the normal wormhole network does not reach. Regrettably, the original drive system had suffere
    62 KB (10,032 words) - 05:06, 2 March 2015
  • -The logic for how starships fit into the waiting-for-wormhole logic has been revamped so that they will also act better. ...IIs has also been greatly increased. This will be a particular help with wormhole defense, and the greater increase in range on mark II tractor beams is an e
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...rally come in from the edge of the planetary grav well, rather than from a wormhole. ...nt to attack you but lack the strength, they wait on the other side of the wormhole until the situation changes or enough time passes that they wander off to j
    5 KB (869 words) - 03:23, 16 August 2016
  • ...but once the planet is clear of Human presence, they don't return to their guard posts. Instead, they switch to Threat mode. When triggered, a [[AI War:Special Forces Alarm Post|Special Forces Alarm Post]] converts all [[AI War:Special Forces|Special Forces]] into Threat Fleet,
    3 KB (473 words) - 03:42, 25 August 2016
  • ...ogress will become more difficult. These reinforcements are spawned around guard-posts as well as the command station. The AI's Cross-Planet Attacks activat ...tal number of reinforcements if the AIP is low. Note that [[Wormhole Guard Post]]s have very high health.
    9 KB (1,467 words) - 15:37, 1 February 2015
  • * Spawning on a connected AI World and attacking via a wormhole. ...are nice for getting past otherwise unwinnable defensive combos. A Guard Post under a Force Field and with a bonus against bombers (polycrystal) can be w
    13 KB (2,173 words) - 05:59, 28 July 2016
  • ...ill not be able to assign mobile units to guard a specific location like a wormhole or command station. As soon as an enemy unit appears all FRD units will mov ...your factories to produce units in FRD mode. Units can then be assigned to guard a particular spot or put on FRD in another area as required.
    4 KB (579 words) - 13:47, 1 February 2015
  • ...ormhole Guard Post]]s spoiling the fun. Whether to clear out those 400M-HP guard posts remains the player's decision...
    1 KB (202 words) - 03:54, 21 August 2016
  • ...ements#Neutering_AI_Planets|Neuter]]''' - Destroy some or all non-wormhole guard posts and sometimes other structures in an AI-held system, to control re-in '''Squid''' - The Teuthida, a "brutal pick" Core Guard Post.
    4 KB (585 words) - 15:37, 1 February 2015
  • ...guerrilla-style raids until it dies automatically with the last such guard post.<br/>
    2 KB (314 words) - 01:13, 25 February 2013
  • ...guerrilla-style raids until it dies automatically with the last such guard post. Specifically, the AI Eyes make sure that your ships only ever outnumber t
    2 KB (335 words) - 01:06, 25 February 2013
  • ...guerrilla-style raids until it dies automatically with the last such guard post.<br/>
    3 KB (328 words) - 01:25, 25 February 2013
  • ...guerrilla-style raids until 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
  • **[[Wormhole Guard Post]]s **High-priority immobile targets including [[Raid Engine]]s and [[Alarm Post]]s
    4 KB (544 words) - 20:20, 15 May 2015
  • ...g the player new challenges and opportunities beyond the previously-static wormhole network. One of the Nomads also holds a secret weapon of truly dire power ...an extra "Brutal" core guard post on each homeworld, and gets another such post on each MkIV planet (that isn't too close to the human homeworlds). Those
    7 KB (1,011 words) - 20:01, 6 August 2020
  • * Added post-win telepad shortcuts to many rooms. * Adjusted the seeding rules for Economic Tinkering (Missile), Wormhole Journey and 4th Dimension consumables to prevent them from dropping during
    47 KB (7,365 words) - 20:22, 26 January 2024
  • ...September 1st, 2011, we have so far raised and donated $27,779.12! We'll post periodic updates on how the donations are doing, so you can always see the ...any it finds. In their zeal, other vessels and structures like turrets or guard posts, too close to the resource patches may also be destroyed.
    17 KB (2,826 words) - 19:48, 1 February 2015
  • ...ip and, with it, build another City Hub. The new hub must be at least two wormhole-hops from the other one. Post Tenebras Lux.
    41 KB (6,782 words) - 12:38, 27 February 2015
  • [[Starward Rogue:Post-1.5 Release Notes]] * New consumable item Wormhole Journey added.
    63 KB (10,263 words) - 17:36, 25 October 2018