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  • ...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
  • * A new enemy, the Beetlecleft, has been added. Full voice, visuals, AI, and all that jazz. I'll let you discover what it does and why it's called * Fixed an issue where using reverb zones, ai blockers, or waypoints in the level editor would cause an exception when ru
    79 KB (13,456 words) - 16:18, 24 August 2016
  • The story is coming along well, the new levels are some of the best we've had yet, an * The first five during-adventure story cutscenes have now been added to the game (levels 2, 3, 5, 6 and 9).
    8 KB (1,386 words) - 12:25, 31 January 2015
  • [[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 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
  • [[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
  • [[AI War 2: The Grand New AI]] ...give you the proper 20, 20, 20, 20. So depending on the size of stacks at AI planets and how much damage your ships were inflicting to entire stacks thi
    179 KB (30,218 words) - 23:28, 1 January 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 [[AI War 2: Dark Zenith]]
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...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
  • * The rules for building placement for the AI are not much different from the prior version, with a few exceptions: ...n now build buildings next to the buildings of other players at will. The AI is still restricted on that in most cases, but the player does not have tha
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ...cused on adding more broad ways to play the game, such as the Fallen Spire story campaign and the Defender Mode campaign mode. Along with that, it adds a to ** More details [[AI War:What_Is_The_Fallen_Spire_Minor_Faction|here]].
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ...cused on adding more broad ways to play the game, such as the Fallen Spire story campaign and the Defender Mode campaign mode. Along with that, it adds a to ** More details [[AI War:What_Is_The_Fallen_Spire_Minor_Faction|here]].
    28 KB (4,541 words) - 20:03, 6 August 2020
  • * 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
  • <big>'''How Does The AI Think?'''</big> ...why the current system makes for good gameplay, but if I were playing the AI side I would win in under 5 minutes.
    7 KB (1,278 words) - 13:44, 1 February 2015
  • ...ies can be found in the 3journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". During a recent routine scan for variations in the AI's warp grid, our personnel detected an abnormal subspace signal near our ow
    41 KB (6,782 words) - 12:38, 27 February 2015
  • ...k on this link to be directed to the correct page: [[AI War:Minor Factions|AI War Minor Factions]]<br/> ...start, or arrive from hiding deep space. Some grander minor factions adds story-driven missions, often featuring risks and rewards, that the players can fo
    10 KB (1,590 words) - 15:57, 22 November 2018
  • * The various "foward" buildings of the AI have largely been removed or condensed, and in a few cases renamed. These * Repairs now cost 50 crowns per 1 health repaired, for both players and AI, and is filed under a new accounting record type for Repairs.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • If you'd rather discover the details yourself but want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]] ...r phases. It's more of a "showdown" style confrontation with the AI. The AI knows that it needs to stop you _before_ you can build up your true strengt
    30 KB (5,095 words) - 15:36, 22 December 2016
  • :''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

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