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  • ...in their system.<br/>There are actually several types of [[Command Station|Command Stations]] as follows: === Human Home Command Station ===
    20 KB (2,345 words) - 12:52, 30 October 2018

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  • ...in their system.<br/>There are actually several types of [[Command Station|Command Stations]] as follows: === Human Home Command Station ===
    20 KB (2,345 words) - 12:52, 30 October 2018
  • **Command Stations third direct upgrade is now 2000 instead of 3000. This should make * Make it harder for player-allied marauders to kill ai command stations by mistake
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Forcefield generators of all sorts are still upgraded via fleet EXP, and command stations of all sorts are as well. ...max mark level on the command stations (it was 4), except the home command station (which is still 4).
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * Added a new debug option: Show Command Stats In Upper Right ...er now also reports the max frame in advance of the current one there is a command queued for. This should never be higher than about four.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...consequences for losing a home command station are now 5x a normal command station, instead of 100x. This is relevant to co-op. ...of a .txt file in your RuntimeData/ChatScripts/ directory. When run, this command will treat each line in that file as a chat line from you, including comman
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...hing that did not have an explicit ship cap. So for instance, the command station and the metal harvesters, which are a "what you have here is what is there" * Orbital units now show themselves as having an orbital speed in place where the normal movement speed would be. This is present o
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...having builder foldouts for those allies pop out when you build a command station, etc. Note that those "extra" phantom players in existing saves won't be r ** Updated the note about unlocking higher tier harvesters and economic command stations to no longer indicate that the older structures have to be scrappe
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Logistical Command Stations now Watch adjacent planets ...where the Tech menu would always list an incorrect number of each Command Station Type
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...cenarios in a game, you may use the "cmd:allow duplicate nebula scenarios" command from the chatline to re-enable the old behavior. ...t even the largest galaxy (120 planets, 15 nebulae) won't run out and this command will become moot.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...ough currently not upgraded by any tech, they do upgrade with their parent/station. * Reapers should no longer be able to kill AI Command Stations unless they have active Gateways
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...n the form of new warheads, new mercenaries, new turrets, and new lines of command stations. ...ships is our new emphasis on larger centerpieces. The AIs have massive new command stations and guard posts, as well as mobile Guardians that not only defend
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...The other expected result is the AI acting more sensibly when its command station has been prematuraly destroyed or when ships are freed from a guard post. * In multiplayer games, all player-controlled command stations now automatically fold out into mobile builders for allied players
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...selects according to its tier (basic combat ship, advanced combat ship, or command ship) rather than according to its splinter faction race. ...k" message is now broader and should encompass all ways in which a command station can take damage, notably including plasma-siege under-forcefield splash dam
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...to make a conscious decision (either in destroying the post or the command station) for that to happen. * Logistics Command Stations now no longer generate a force field, but instead halve the speed
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...Hacking" mechanic whereby you can hack an AI-controlled Advanced Research Station so that when you later capture it you can select from one of three randomly ...wave interval (which impacts wave size), re-imagining the Military Command Station's weaponry, and adding the new per-planet-cap'd Minifortress.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...tation now have new, larger graphics and icons. This includes the command station cores. This makes them more attractive, but also easier to see and select ...: Orbital 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
  • * Fix a bug where things were Autobuilding before the Command Station had finished building * Command Station changes.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Fix a bug where the remains of Logistical Command Stations were still granting vision ** Command stations are fine for now.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...ced by the AI central command, has survived. These are the forces you will command. The AI subcommanders will fight you to the death when they see you -- but ...heavy defenses. Best ship class for hitting force fields and the final AI command stations.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...heavy defenses. Best ship class for hitting force fields and the final AI command stations. ...ship that repairs itself when it damages enemies. Unless issued a specific command by its controller, it will automatically attack nearby enemies.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • * Peltians already had a 10x boost to orbital bombardment effectiveness, but that has now been increased to 100x. * Fixed a typo in the Orbital Bomber ability tooltip.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...500. All the better to slip through a gap in the player defenses and snipe command stations. *Increased orbital speed of necrobombs from 10 to 12
    126 KB (20,934 words) - 21:28, 22 April 2022
  • '''Q:''' Does The AI Progress Go Up When I Lose A Command Station? ...is is the case, but you don't have to worry about that. You can lose your command stations as many times as you want, and AI Progress won't go up -- your eco
    15 KB (2,573 words) - 15:05, 24 April 2015
  • * Troop Accelerators now die with the Command Station. * Fix a number of places where the 'Game Command Issued' noise was being played incorrectly
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...particular when its ships were on player planets, but also when attacking command stations of AI players in general. ...state. This works for all of the ships that actually pauseable (i.e. not command stations or colony ships) but should work for the others just fine (includi
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ** Orbital Mass Drivers are now 6x more expensive. ...ow just generally great against small, light craft in addition to turrets, command stations, and structural stuff.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Spawning ships at the command station or randomly at the edge of the gravity well. |This device hacks into an Advanced Research Station (while the planet and station are still under AI Control) if left stationary in the system with the ARS f
    13 KB (2,173 words) - 05:59, 28 July 2016
  • .... The Avenger is incredibly powerful, and will go straight for human home command stations. ...the respective ai core command station is destroyed. If the core command station has already been destroyed, the plot cannot be triggered for that ai player
    41 KB (6,639 words) - 19:47, 1 February 2015
  • Updated ScienceLab, ScienceLabII, Advanced Research Station Updated Command Station Home, I, II, III
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...only be gathered normally from player-controlled planets. Build a command station on the planet and it will rapidly gather the Hacking Points there. Each pla ...usually the one that controls the thing you are hacking (i.e an AI Command Station will respond with AI units, but hacking the Nanocaust responds with a very
    18 KB (3,155 words) - 20:56, 22 October 2022
  • ...ays two of them in each game and the ultimate objective is to destroy both command stations. ...mmand Station, like the [[AI War:Command Station Shield Guard Post|Command Station Shield Guard Post]]. Moreover, all guard posts on AI homeworlds are invulne
    2 KB (374 words) - 17:40, 26 October 2016
  • ...ry are destroyed (or if all Human [[AI War:Orbital Command Station|Orbital Command Stations]] adjacent to warp gates are destroyed), the AI will send waves on ...Warp Detection ability. All Human [[AI War:Orbital Command Station|Orbital Command Stations]] has that ability. Several mobile military units also have it, su
    5 KB (878 words) - 14:09, 29 November 2016
  • ...mid-power guns. Must be destroyed before humans can damage the AI Command Station on this planet. ...This guard post must be destroyed before humans can damage the AI Command Station on this planet.
    15 KB (2,291 words) - 05:52, 10 July 2016
  • ...ompleted [[AI War:Orbital Command Station|Command Station]] in.<br/>Allied command stations provide a Foldout unit which serves a similar purpose to a Mobile ...of the supply mechanic, an allies [[AI War:Orbital Command Station|Command Station]] does count.<br/>Lastly, you can not construct [[AI War:Metal Harvester|Ha
    1 KB (180 words) - 13:05, 28 October 2017
  • ...ony Ship|Colony Ship]]<br/>Builds [[AI War:Orbital Command Station|Orbital Command Stations]] on neutral planets. ...left|]] || valign="top" | [[AI War:Orbital Command Station|Orbital Command Station]]<br/>Controls a planet and builds structures.
    3 KB (411 words) - 03:21, 26 August 2016
  • [[File:AIWar.jpg|center|AI War:Fleet Command]]<br/> '''AI War: Fleet Command''' is the flagship video game of Arcen Games, first released in 2009. Up to
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...ut Starship|Scout Starships]] and [[AI War:Orbital Command Station|Orbital Command Stations]] have the Gathers Intel ability. ...Human players can see the precise quantities of attacking ships until the station is destroyed. Then, a scout drone might be dispatched to provide Intel at t
    4 KB (691 words) - 02:56, 20 August 2016
  • ...ur intent was to kill the remaining scary warp gates and leave the orbital command posts. ...of a risk. Having multiple layers of force fields over your home command station can also give a good degree of security, but just watch out for ships that
    4 KB (687 words) - 14:10, 1 February 2015
  • ...s must be controlled by the humans (with a [[Command Station|Human Command Station]] built) before it can be damaged.<br/> ...ed on planets with an [[AI War:Advanced Research Station|Advanced Research Station]] and there is no ARS without A-prime.<br/>
    3 KB (488 words) - 15:08, 5 August 2015
  • ...pansion to Arcen Games' hit space-based indie RTS/4X hybrid, AI War: Fleet Command. This expansion includes a massive amount of new content that brings the ga ...e 30+ bombers have a hard time taking out an otherwise-unprotected command station simply because it was being boosted by several shield boosters. This then
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ...ver a planet on the galaxy map with a selection that you could give a move command to that planet, the game highlights the path that would be taken. ...l grant is now done during mapgen rather than at the time of capturing the station, so that the name of the type can be shown.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...s|Fortress]] close to the [[AI War:Orbital Command Station|Orbital Command Station]].
    855 bytes (143 words) - 09:48, 18 August 2016
  • ...to golems are spirecraft, other golems, and [[AI War:Orbital Mass Drivers|Orbital Mass Drivers]]. ...rikes from its extreme sub-sniper range. It cannot hit the AI Home Command station, Core guard posts and Core shield generators, though.
    13 KB (2,356 words) - 10:42, 9 July 2016
  • ...s (like Advanced Factories, Fabricators, etc) other than your Home Command Station, and instead gets a bonus to the size of its Cross Planet Attacks. When pre | On all planets: [[Warhead Interceptor]], [[Orbital Mass Driver]], possibly additional [[Ion Cannon]]s
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ...r:Tachyon Drone|Tachyon Drone]], [[AI War:Orbital Command Station|Military Command Stations Mk I]] and [[AI War:Scout Starship|Scout Starships]].<br/> ...d Stations Mk II & III]] also grant tachyon beam coverage, with the Mk III station granting tachyon beam coverage for the entire star system.<br/>
    8 KB (1,435 words) - 14:11, 1 October 2017
  • ** When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the ** When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all of the
    28 KB (4,560 words) - 19:50, 1 February 2015
  • ...cks]]<br/>Holds AI units; releases them when destroyed or when the command station at this planet is destroyed. ...''AIP on death''' / '''Sabotage''')<br/>Wakes up AI units when its command station or one adjacent to its planet is destroyed.
    5 KB (680 words) - 11:53, 17 August 2016
  • ...Guard Post|MLRS Guard Posts]] with impunity. [[AI War:Orbital Mass Driver|Orbital Mass Drivers]] will easily erase them, however. ...r [[AI War:Orbital Command Station#Human_Home_Command_Station|Home Command Station]] and destroy it.
    2 KB (250 words) - 17:49, 24 September 2017
  • ...lities are now being used to have a confirmation popup for the scrap units command (via keyboard shortcut or via the interface, either way). No more accident * Fixed an issue where the voice command items were not respecting the disable voice setting in options.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...ules Mk II.<br/>This ship spawns to avenge the death of an AI Home Command station if the Avenger plot is enabled at game setup.<br/>When it spawns it has the ..., Avengers only appear if the Avenger AI Plot is enabled and the AI's Home Command Stations die. If the AI decides to deploy an Avenger against you, there WIL
    3 KB (451 words) - 23:52, 31 December 2019
  • ...Scrapped:</b> || Prevents a unit from being scrapped via the self-destruct command (DEL key by default). ...es|Mass Driver Ammunition]], such as from the [[AI War:Orbital Mass Driver|Orbital Mass Driver]]. Found on [[AI War:Guard Posts|Guard Posts]], [[AI War:Guardi
    8 KB (1,287 words) - 12:39, 4 November 2018
  • ** Orbital Mass Driver ** It also now uses better formatting with colors on the help command results in particular.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...enemy path. Often, that path is between a wormhole and an Orbital Command Station. The line-place option is useful to automatically place mines in such path. ...them, the AI often places minefields as packs around wormholes and Orbital Command Stations. AI minefields are automatically destroyed when the planet is capt
    3 KB (448 words) - 14:05, 29 November 2016
  • ...like it has horns) is the local AI "Controller", like the Orbital Command Station from the first game. ...on your Controller before building its static defenses. Unlike the Orbital Command Stations in AIWC, the Controller can be moved around the local planet (but
    9 KB (1,583 words) - 14:26, 23 October 2018
  • ...Command Station]], and will '''not''' revert to AI control if this command station is subsequently destroyed. The decision as to whether to capture a structur *[[Orbital Mass Driver]]
    6 KB (896 words) - 21:46, 23 July 2012
  • ...nd thus must be destroyed before any AI Core Guard Post or AI Home Command Station can be damaged. ..., unlike the [[Hunter/Killer]] it's not fast and is not immune to [[AI War:Orbital Mass Driver|mass drivers]] and [[AI War:Artillery Golem|artillery golem]]s.
    1 KB (166 words) - 19:10, 30 October 2018
  • |[[File:AIWarOrbitalMassDriver.png|100px|left|Orbital Mass Driver]] || valign="top" | Advanced weapon sends projectiles stripped ...d are fairly fragile, so it may be worth placing them next to your command station. While their range makes it tempting to place them on the edge of the syste
    3 KB (397 words) - 00:31, 8 March 2015
  • ...ack. They will be useless on isolated planets if the local Orbital Command Station is destroyed. They can be built on AI planets adjacent to Human planets as
    4 KB (667 words) - 16:16, 24 July 2016
  • #REDIRECT [[AI War:Orbital Command Station]]
    44 bytes (6 words) - 05:36, 19 August 2016