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  • <big>'''What Is The Risk Of Taking A Planet Next To High-Level AI Planets?'''</big> ...leased the defenders to attack my home planet. But I was worried that the AI would continually reinforce this planet so that I would never be strong eno
    3 KB (531 words) - 14:03, 1 February 2015

Page text matches

  • [[AI War 2: The Final Cycle]] ...'m not entirely sure what the balance implications of having scourge units level up more quickly is; I suspect it won't be a huge buff for them because most
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • [[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 Great Refactor]] ...things like planets under attack, now work for all players in MP (not just planets of the host), and will work for necromancers and so on.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ** The counter is now capped at the "fully charged" level instead of 2x that, to avoid "stockpiling" resulting in multiple spawns ove ...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
    367 KB (58,728 words) - 12:16, 16 September 2017
  • [[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
  • * 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
  • ...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: The Refinement of Fleets]] ...ing what was a pretty awesome game with a lot of depth and pushing it to a level that we hope beats the pants off the original, finally. In the end that tu
    287 KB (48,412 words) - 12:06, 3 July 2019
  • [[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
  • [[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
  • [[AI War 2: Pre-Early Access Polish]] ...tain circumstances code could fail to break and instead jump down a switch level.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • [[AI War 2: Post Completion Part II]] * Big nerfs to the AI's Prime ships
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * It is no longer possible to hire informants on Obscura planets in Invasion mode. That wasn't really meant to be a thing previously, anywa ...rvants on those planets. The things that are and are-not produced by your planets are made clear.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...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
  • ...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 * Fixed bug where the main AI would scrap hybrids if there were too many starships on a planet.
    151 KB (24,808 words) - 19:48, 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
  • ...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: 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
  • ** Why the shift? Well, some planets were just getting absolutely nuts out of the ranges we had originally desir * There are now a lot more RCI value named ranges, going up to very high and very low. Though you won't reach those as often anymore.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • [[AI War 2: The Grand New AI]] ...e 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 this might
    179 KB (30,218 words) - 23:28, 1 January 2020
  • 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
  • =='''How Do I Know What Difficulty Level To Play On?'''== ...game come from you having hard choices. If you play below your true skill level, the game will seem a lot less strategic and less interesting. So if you a
    40 KB (7,197 words) - 01:47, 5 October 2016
  • [[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
  • * 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 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
  • <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.
    16 KB (2,944 words) - 15:36, 24 April 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
  • ...hen trying to start a game with an expansion disabled when the "last used" AI Type for one of the AIs requires that expansion. ...dding 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 players to c
    165 KB (27,263 words) - 19:48, 1 February 2015
  • '''Welcome to AI War 2!''' ...ntinuously commanding units in battle, explore the galaxy, and defend your planets all at once.
    44 KB (7,548 words) - 13:50, 25 April 2022
  • <big>'''How Fast Should I Be Taking Planets?'''</big> '''Q:''' I was reading that you take a planet [[AI War:AI_Progress#When_To_Worry|on average every 45 minutes]]. Does this appl
    20 KB (3,556 words) - 19:50, 1 February 2015
  • [[AI War 2: The Pivot]] ...own for a couple different flavours of linking; in each case it's the same planets but they are linked a bit differently.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...see and select when zoomed very far out (including locating them on enemy planets). -New planets by I-KP: IKP_RockyDarkMoon, IKP_VulcanDiamond, IKP_RockyIcy, IKP_ForestCra
    107 KB (17,661 words) - 11:54, 16 September 2017
  • [[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?= ...Instead, the idea of this topic is to provide a reference for things like AI types, map styles, ship types, etc, which are easily to enumerate. It thus
    41 KB (6,447 words) - 19:47, 1 February 2015
  • [[AI War 2: Final Pre-Beta Checks]] == Version 0.612 AI Hunters and the Turrets that Stop Them ==
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...h the usual AI types, plots and map styles. These minor factions exist on planets from game start, or arrive from hiding deep space. The following minor factions were added in AI War 3.0
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ** Large, high-health, slow ship temporarily halts the movement of enemy ships with every ...e battering ram specializes in high-health targets, crashing into them for high damage and destroying itself in the process. Unable to hit smaller ships.
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ** Large, high-health, slow ship temporarily halts the movement of enemy ships with every ...e battering ram specializes in high-health targets, crashing into them for high damage and destroying itself in the process. Unable to hit smaller ships.
    28 KB (4,541 words) - 20:03, 6 August 2020
  • [[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: Making Alpha Fun]] ...n this was having a fixed maximum count of objects, but it can be absurdly high without issues on a modern computer for big pools where this would even be
    123 KB (20,999 words) - 17:37, 25 October 2018
  • 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 (17,931 words) - 02:03, 12 May 2024
  • [[File:AIWar.jpg|center|AI War:Fleet Command]]<br/> ...takes place on a procedurally generated galaxy map with between 10 and 120 planets in a genre splicing mix of [https://en.wikipedia.org/wiki/Real-time_strateg
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...has a separate high scores list, so changing the profile also changes the high scores list. ...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
    47 KB (7,691 words) - 11:53, 16 September 2017
  • 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/
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...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
  • :''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
  • -The AI will no longer have capturable energy reactors on its planets. This can now throw the player's economy off balance, and it's something t AI Updates
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...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 ...bly 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 T
    30 KB (4,946 words) - 14:07, 8 March 2015
  • The base game of AI War includes 27 "bonus" ship classes beyond the base fighter, bomber, friga ...ie on impact, dealing area damage. In many ways, they are like miniature, AI-Progress-free lightning warheads.
    28 KB (4,560 words) - 19:50, 1 February 2015
  • <big>'''What Is The Risk Of Taking A Planet Next To High-Level AI Planets?'''</big> ...leased the defenders to attack my home planet. But I was worried that the AI would continually reinforce this planet so that I would never be strong eno
    3 KB (531 words) - 14:03, 1 February 2015
  • ...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
  • ...1762476 Nemesis] kickstarter goal, and draw further inspiration from the [[AI War:Hybrid Hives|Hybrids]] from AIWC. ...oyances, and not need to bother its main Processors with petty things. The AI took various races they have conquered in the Arcenverse, twisted them by g
    11 KB (1,818 words) - 00:48, 30 September 2020
  • == 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
  • ...is a basic guide that attempts to outline a reasonable overall strategy in AI War: Fleet Command. Edits, enhancements, clarifications and so forth are of ...orials and the [http://www.arcengames.com/mediawiki/index.php?title=AI War:AI War Official Manual/FAQ]
    9 KB (1,491 words) - 08:41, 28 May 2016
  • <big>'''How Do I Take A High-Level AI Planet?'''</big> ...ou accomplish something permanent during each of your raids, otherwise the AI is likely to just rebuild and negate whatever you did.
    14 KB (2,437 words) - 19:50, 1 February 2015
  • ...Thus an important new addendum to existing offensive strategies is picking planets that will grant tactical advantages such as supply for offensive turrets or ...reactors, so this also means that players will need to take well-connected planets in many cases to do knowledge raiding. Knowledge raiding is still an impor
    29 KB (4,906 words) - 13:40, 1 February 2015
  • <big>'''What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?'''</big> ...hat 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
  • Until this expansion, the only known aliens in the AI War universe were the Zenith. This micro-expansion introduces a new alien The base game of AI War includes 27 "bonus" ship classes beyond the base fighter, bomber, friga
    15 KB (2,373 words) - 19:47, 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
    17 KB (2,826 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
  • ...rs if you take this route, but it can also lead to advantages on the first AI worlds you attack. * Send out scouts to find out as much as you can about all nearby planets.
    7 KB (1,144 words) - 09:10, 17 April 2015
  • ...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.
    11 KB (1,701 words) - 15:33, 24 April 2015
  • ...red when dealing with them. They all have a very slow regeneration and a [[AI War:Radar Dampening|Radar Dampening]] that makes them impossible to outrang * Regular planets can only pick regular guard posts.
    15 KB (2,291 words) - 05:52, 10 July 2016
  • 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
  • * Dissonance Map Type: This map type has areas that are rich in planets, and areas that are empty. It's trying to evoke the Simple/Realistic map ty ..., or planets adjacent to Explored planets are visible. As you explore more planets the rest of the galaxy will appear.
    19 KB (2,923 words) - 20:21, 22 August 2021
  • == A Note To Players from AI War Classic == ...eing on/off gates. Additionally, mechanics are now heavily dependent on [[AI War 2: Units of Measurement|the 8 basic stats of every ship]], which are mo
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  • == Fast Facts: A Crash Course On AI War 5.x == You build thousands of Ships at once in AI War, but to do so you need to unlock more ship types via knowledge. The pe
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  • ...ge is mostly out of date. A more recent list of guard posts is available [[AI War:Guard Posts|here]]. ...to get and the maximum AI ship cap for that planet. Some guard posts allow AI reinforcements even if the warp gate and command station have been destroye
    8 KB (1,442 words) - 02:58, 17 June 2016
  • ...than 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 o ...just 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 g
    36 KB (6,383 words) - 10:23, 22 February 2015
  • ...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 ...he human team does not control (since those cannot be built except on team planets).
    22 KB (3,797 words) - 13:38, 1 February 2015
  • -Previously, if there was no command station present at an AI planet receivingreinforcements, then some of the ships would just appear at -There is now a "Team Income" line in the intel summary view for planets owned by the human team. It shows the aggregate amount of metal and crysta
    18 KB (3,048 words) - 19:47, 1 February 2015
  • -All starships now have some level of munitions boost ability. -All of the bigger AI ships, like advanced research stations, are now immune to tractor beams and
    20 KB (3,494 words) - 13:39, 1 February 2015
  • [[AI War 2: Early Access Starts!]] ...I or Human types. Humans now have 500k shield points, down from 1000k, and AI now has 250k, down from 750k. Shield Guard Posts are now 80k.
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  • ...expend Hacking Points to perform various acts on neutral or AI-controlled planets and affect certain Factions, such as the Dyson Sphere or the Nanocaust, and ...ra 5 (Including retrospectively). A few units such as Astro Trains and the AI Overlord will also give hacking points when killed.
    18 KB (3,155 words) - 20:56, 22 October 2022
  • ...stay in attack-move mode or free-roaming-defender mode when moving between planets. If there is an allied command station on the destination side, they will ...nemy ships to become unshootable because of how their total damage was too high.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • '''Q:''' With AI players of difficulty 8 and up, it seems like they get really huge incoming ...of the challenge of these highest difficulties: the decisions about which planets to take, and when, are a lot more momentous. This effect is even more prono
    8 KB (1,187 words) - 14:12, 1 February 2015
  • -New AI Troop Accelerator has been added, and will appear at random on a few planets in some campaigns. ...ers were mistakenly not including the AI number (1 or 2) or the difficulty level. Fixed.
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  • '''''Tactic 1: Unlock Higher Level Scouts''''' ...h can scout the whole map. You can also use [[Scout Starship]]s with their high health.
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  • ...f the game, see [[AI War:Choosing A Difficulty Level|Choosing A Difficulty Level]].'' Each AI has a difficulty setting ranging from 1 to 10 affecting the quantity of shi
    2 KB (390 words) - 03:20, 25 August 2016
  • -The game now supports maps with 40, 50, 60, or 70 planets in them. ...in Basic Tutorial 3 has been updated to note that AI Progress DOES affect AI Tech levels as well as the number of ships they build.
    13 KB (2,246 words) - 13:36, 1 February 2015
  • '''Q:''' The first expansion to AI War, The Zenith Remnant, introduced a new class of ship called golems. Wha ...hese 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 r
    13 KB (2,356 words) - 10:42, 9 July 2016
  • AI planets have a '''Mark''' level, similar to the [[AI War:Mark|Mark]] of units. ...ds]] are the only planets to be MkV. Their adjacent [[AI War:AI Core World|AI Core World]] are always MkIV.
    932 bytes (161 words) - 10:02, 18 August 2016
  • Knowledge is a resource that is gathered by [[AI War:Science Lab|Science Lab]]s for a finite amount of 3000 per planet. Know ...e labs on player-controlled or neutral planets, but not from AI-controlled planets.
    3 KB (508 words) - 05:40, 18 August 2016
  • == What do you need to do to win a game of AI War? == Simply put, the only objective of AI War is to kill the AI Homeworld Command stations without losing your own Homeworld Command Statio
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  • ...ost powerful starships you can get, and they really pack a punch. But the AI is good at defending against just them, so it's very smart to pair them wit * Possibly higher-level scouts.
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  • ...ll the enemy, and then send over more ships if I fail. With stronger enemy planets, sometimes I never feel like I really get a foothold on their planet. What ...net is way out in the middle of enemy territory, first try to take a lower-level planet next to it, then use that as a launching point for your true beachhe
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  • ...br/>All Core units are considered to be Mark V level units and increases [[AI Progress]] by 2 when destroyed. ...y, but significantly boosts both the munitions and the armor of all nearby AI ships.
    5 KB (733 words) - 20:46, 26 April 2015
  • ...heir [[AI War:Guard Posts|Guard Posts]]. They only attack if part of the [[AI War:Threat|Threat]] Fleet, which they join once awakened. Their role is mai There is a class of guardians named [[AI War:Dire Guardians|Dire Guardians]] that are much stronger but they thankfu
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  • ...t only carry cargo from planet to planet, but over time they contribute to AI construction efforts that can be very dangerous in their own right. Astrotrains are enabled individually for each AI under the AI Plots tab during game setup. The range varies from 0 (off) to 10 (nigh-impo
    12 KB (1,903 words) - 14:24, 17 January 2017
  • ...thing to stop you from just kind of sitting around and "refleeting" (as in AI War), and coming out net-positive by being overly prepared. ...ilar to how a number of things are essentially measured there by "how many planets you've taken." Nowhere in either game does it outright show that as a meas
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  • ...his page was written in November 2010. For a more up-to-date guide, see [[AI War:Why Do Enemy Waves Get So Large?|Why Do Enemy Waves Get So Large?]] 1. Higher AI Progress leads to larger waves, pretty linearly.
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  • In AI War, most ships have a '''Cap'''. It is displayed in bright green in the up ...[[AI War:Metal|Metal]] cost. Most fleet ships have a cap of 96 and most [[AI War:Starships|Starships]] have a cap of 2.
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  • ...hus perfectly immune to missile frigates, so you'll want to have some high-level bombers before the end of the game). ...ying on a suitably low difficulty you can get away with this, but once the AI is harder you'll simply take too many losses for this to be viable (and fri
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