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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
  • * 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
  • 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
  • ...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:
    113 KB (17,931 words) - 02:03, 12 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
  • ...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
  • ...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
  • [[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
  • 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
  • ...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
  • |[[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/>
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  • |[[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
  • ...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
  • ...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
  • ...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
  • ...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
  • 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
  • ...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]].
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  • =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
  • ...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
  • -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.
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  • ...] 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.
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  • ...e found under the CONST tab of your command station. Be aware that all of the warheads come with an AI Progress cost, which can be pretty significant. B ...hat humans can never build (only capture with parasites), but warheads are the unique humans technology.
    6 KB (1,154 words) - 14:06, 1 February 2015
  • ...rt with. The AI starts with at least one bonus ship, or two bonus ships if the difficulty is 7 or above (See [[AI War:AI_Techs#Bonus_Ship_Types_For_AI|her The basic mechanics of fleet-ship balance revolves around the Ship-Triangle, where ships types have damage bonuses against each other. In
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ...ship cap for that planet. Some guard posts allow AI reinforcements even if the warp gate and command station have been destroyed. ...destroying whatever they can. With higher-level planets, this can lose you the game if you aren't careful about it.
    8 KB (1,442 words) - 02:58, 17 June 2016
  • ...s or threaten Humans when attacked. That effect is often very powerful but the AI won't use it unless Human military ships numerically overwhelm local AI ...rge is complete, the effect is applied and, if the condition is still met, the eye immediately begins to charge again.
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  • ...e custom coding. That was the only way to do things prior to us adding in the actual codified journal entries with their dedicated sidebar, etc. = The New Style Of Journal Entries =
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  • ...ontrolled planets and affect certain Factions, such as the Dyson Sphere or the Nanocaust, and here it's explained a bit more in depth. ...extra 5 (Including retrospectively). A few units such as Astro Trains and the AI Overlord will also give hacking points when killed.
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  • == The Original AI War == ...immediately distinctive thing in the game. Heck, it's even right there in the title!
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  • ...s one of the human players hasn't lost any of their home command stations, the alliance can still win. === Core Shield Generators ===
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  • Hybrid Hives are an optional AI Plot introduced in the [[AI War:Children of Neinzul|Children of Neinzul]] micro-expansion. They a ...as allies to 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
  • :''For detail about the Hives themselves, see [[AI War:AI-Neinzul Hybrid]].'' The features described here are still in development and this wiki page will pr
    17 KB (2,871 words) - 11:31, 26 May 2015
  • ...at are actually limitations, these are shown as 'Ability: (Limitation)' in the list below.<br/> A ship's abilities can be found in the ship description pop-up just below the ships numerical values (which are in white) in light gray text.<br/>
    17 KB (2,941 words) - 22:08, 1 February 2015
  • ...o already understand how to design a non-modular unit, and it explains all the differences and new things that are specific to modular ships. * Modules are defined as an inseparable part of the ships that use them.
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  • The ships the AI players use are restricted by the blueprints it has access to. They have and gain blueprints in several ways ...[AI War:Bomber|Bomber]] and [[AI War:Missile Frigate|Missile Frigate]] and the basic [[AI War:Starships|Starships]].
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  • ...ships lowers the current total. Only the AI that owns a world will deploy the strategic reserve to that world. The reserve can be deployed in certain worlds, and only when an AI command stat
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  • ...by enemy forces or by scrapping. Destroys all resources and most ships on the planet on which it is set off. Does not affect mark V ships or starships. A The MkII also affects all adjacent planets; the MkIII affects the whole galaxy.
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  • ...l the mechanics described on this page will still be viable while pursuing the Fallen Spire Campaign. ...ailable to it. [[Champion|Champions]] and the [[Nebulas]] they can access (the blue wormholes) will not be covered on this page.
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  • ...p of enemy ships before they blow the tractor turrets away. Then there is the problem of ships that ignore tractor beams and will just own your command s '''A:''' This is definitely the challenge of the game, but it can be very straightforward to manage if you are careful about
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  • ...2 bases at the same time. I was thinking like fast expanding really helps the economy, but maybe it's just not feasible on all types of maps. ...15 minutes in, and a second at 30 minutes maybe, and a third by the end of the first hour. Of course, that also varies, but that is true.
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  • ...ch Mk costs 4,000 + 4,000*Mk Metal. <br/>All Human command stations double the speed of allied ships in their system.<br/>There are actually several types ...ns are mutually exclusive - The AI does not have access to human stations, the player does not have access to AI stations (though some stations may share
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  • ...want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]]. == How The Fallen Spire Campaign Really Works ==
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  • This is for alpha testing for The Neinzul Abyss. I'm using this to keep patch notes. ...s/structures. Your units practice necromancy that allows them to resurrect the ships they kill.
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  • ...fying ships are only available to the Harder AI Types, and only show up on core and home AI planets, but they are quite a force to be reckoned with. -All missiles in the game are now immune to being insta-killed (by ion cannons or what have you)
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  • ...n Device Minor Faction, they contain spoilers. The entries can be found in the 5journal.xml file located in your game directory "<Installation Folder>\AIW Long Title: We've recovered a recording concerning the strange device on a recently captured planet.
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  • Go through the custom lobby and set things up just the way you want. Start the game, and then pause it. === Making The Core QuickStart File ===
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  • ==Why Does The Human Player Always Have The "Tempo?"== ...ade the AI play by different rules to the player. Much of this works, but the bit that I think is a bold red, font 100 minus is what seems to me could on
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  • ...on shrinks, so higher value units should be placed closer to the center of the field. The basic [[Force Field]] you begin the game with.
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  • <big>'''Are The Capturable Enemy Ships Always Away From My Starting Position?'''</big> ...only the AI home worlds might be more than 2 hops away from your start and the goodies available obviously have to be closer.
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  • ...variant of this structure that appears on AI Homeworlds, see [[Sentry Eye (Core)]].<br/> .... 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
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  • ...aders are happy to do business with anyone who can pay. They travel around the galaxy, providing special ships (for a hefty fee) to both human and AI play ...adds a single [[AI War:Zenith Trade Ship|Zenith Trade Ship]] somewhere in the galaxy. It is only available on maps with at least 30 planets. This indestr
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  • ...t yet does not follow this rule and is one of two exceptions to this rule (the other being commenting). that tag is ...d to tell the XML reader (parser) that this xml version is version 1.0 and the character set used (utf-8)
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  • * Exogalactic Strikeforces are special attacks sent by the main AI command in the other galaxy. ...Spire campaign, and the special defense forces spawned on AI Homeworlds in the Fallen Spire campaign.
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  • ...ive than than the other minor factions page. This is older and inferior to the other page. Click on this link to be directed to the correct page: [[AI War:Minor Factions|AI War Minor Factions]]<br/>
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  • ...I don't yet have that great a feel for the game. What should I be doing at the start of a new campaign?<br> ...ugh the tutorials, I'm interpreting your question as "What are my goals in the early game?"
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  • -The metal/crystal produced by ships now scales upward with increased numbers of -The "ship level" text that is shown with the far zoom image of ships is now prerendered and always sorted by texture, pu
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  • =What exactly is added in the Destroyer of Worlds expansion?= ...a new map type, new bonus ship types, a couple new AI guardian types, and the new "Preemptive" AI Plot. This expansion is slated for official release in
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  • == Notes From The Producer: May 18, 2010 == ...a new art/music theme, a new game mode, a number of visual improvements to the GUI and title screen, and a couple of bugfixes.
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  • <big>'''Why The Complex Interrelation Of Ship Damage Mechanisms?'''</big> ...n all of the various ships, which is impossible for anyone to remember off the top of their head. Class X is stronger than Class Y, fine -- but with doze
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  • <big>'''How Does The AI Think?'''</big> ...get why the current system makes for good gameplay, but if I were playing the AI side I would win in under 5 minutes.
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  • ...'' revert to AI control if this command station is subsequently destroyed. The decision as to whether to capture a structure or destroy it depends on: ...''e.g.'' an [[Ion Cannon]]-I is almost always useless, and becomes so once the AI waves reach mark-II levels. [[Advanced Research Ship]]s are always good
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  • ...t is to their destruction, and represent an overall variable difficulty of the game. ...:Command Station|AI Command Station]]: '''+15''' ''(Automatically destroys the warp gate for a total of 20 AIP.)''
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  • The '''Special Forces''' is a fleet the AI uses for defense and to counter invasions. ...he AI cares about are generally ones with a [[AI War:Core Shield Generator|Core Shield Generator]] or a capturable of Human interest.
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  • The '''Threat''' is constituted by all the AI ships free to attack Humans as they see an opportunity. ...The last is a more coherent fleet of free ships with a behavior similar to the [[AI War:Special Forces|Special Forces]], doing pressure and invasions inst
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  • ==Expansions Vs Free DLC -- What's The Difference?== ...very 8-14 months or so. The free DLC and expansions are both developed in the same way, with public prerelease beta versions and tons of community sugges
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  • ...including ourselves, but that's only partly apt (this game doesn't employ the "lock and key" system that many consider vital to that subgenre). In terms of the combat itself, it's all magic-based and mostly done at some range. Your sho
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  • ...sense of those things that are defined in xml and new in version 2.040 of the game and further? If so, click that link. Those are what you should be us ...those are... less robust. The journal entries that we're referring to at the above link is instead like uncovering little wiki entries, almost, that sho
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  • AI Specific Unit - "The Eye" ...e pouring out of the Eye, even if there are no other AI structures left in the system.
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  • ...s are the only kind of units targeted by [[AI War:Core Warhead Interceptor|Core Warhead Interceptors]]. Every construction of a non-[[AI War:Tachyon Warhead|Tachyon]] warhead delays the construction of every other non-tachyon warhead by an amount depending of i
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  • ...direct access to the core network of the AI, where they can greatly damage the AI's processing capabilities. ...details, move the mouse cursor over the AI progress display at the top of the screen.
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  • ...nt of this structure that appears on AI Homeworlds, see [[Threatening Eye (Core)]].<br/> ...net in this galaxy. Those ships will then seek to attack the humans where the opportunity seems best.
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  • ...e variant of this structure that appears on AI Homeworlds, see [[Raid Eye (Core)]].<br/> ...it dies automatically with the last such guard post. When fully charged, the Raid Eye will trigger an attack wave.
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  • ...of this structure that appears on AI Homeworlds, see [[Translocating Eye (Core)]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.
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  • ...variant of this structure that appears on AI Homeworlds, see [[Plasma Eye (Core)]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.
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  • ...ore formal than the gamespaces (The word used for the namespaces governing the games), but, like always, content comes before style! *[[Lore:The Core|The Core]]
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  • ...px|left|Flagship]] || valign="top" | [[Armor and Munitions Boosts|Boosts]] the strength of nearby ships, and is a respectable combatant in its own right. ...et ship radius (contained in the export). As this value is constant across the mark-levels of ship-types, it is sometimes better to split mark-Is away fro
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  • ...ia.org/wiki/Roman_numerals roman numbers] and ranges from I to V (1 to 5). The mark of a ship is a general sign of its power. While an individual [[AI War ...omeworld|Homeworlds]]. Only by capturing specific [[AI War:Core Fabricator|Core Fabricators]] can Humans access specific MkV units.
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  • ...tains a Core Shield Network node, and thus must be destroyed before any AI Core Guard Post or AI Home Command Station can be damaged. == How to counter when in the AI fleet ==
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  • ...rer Golem makes its way slowly around the galaxy, absorbing all of the non-core mobile military ships (including scouts) on planets it visits in order to p ...tion]] adds a single [[AI War:Devourer Golem|Devourer Golem]] somewhere in the galaxy. It is only available on maps with at least 30 planets. This indestr
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  • AI planets have a '''Mark''' level, similar to the [[AI War:Mark|Mark]] of units. ...MkII are not displayed. MkIII to MkV are displayed with the same colors as the unit's mark: white with dark red outline for MkIII, with a bright red outli
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  • ...]]s), and Fabricators which will warp in ships from both [[Core Fabricator|Core Fabricators]] and [[Experimental Fabricator|Experimental Fabricators]].<br/ The Mercenaries and Advanced Production gates paralyze units that travel throug
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  • ...es|Ammunition Type]], ships armed with that ammunition can not even target the ship with immunity.<br/> A ship's immunities can be found in the middle of the ship description pop-up in dark grey text.
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  • These are units the AI uses to defend its planets against Human intrusion. Some can be captured ...rracks|Barracks]]<br/>Holds AI units; releases them when destroyed or when the command station at this planet is destroyed.
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  • .... As [[AI War:Choosing A Map Size|map size]] greatly influence difficulty, the map style too has a great impact on difficulty, depending on [[AI War:Minor <i>Connections between planets are simpler and easier to see. This is the recommended mode for new players, but it will result in fewer unique maps.<
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  • == Notes From The Producer: June 15, 2010 == ...lly critical ones for Mac players in particular. Now I've just got to get the installer packages rebuilt and uploaded, and we'll be good to go!
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  • ...et, you might not have the strength to take that planet until very late in the game. ...ng in more ships, and you'll take more losses. If you're playing on one of the higher difficulties, however, make sure you also check out this topic: [[AI
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  • -All core ships now have a 4x bonus against starships. -The energy use of Mark II starships has been multiplied 5x.
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  • ...By a lot, we mean 40-60+, with a technology level equal to or greater than the force field. You can defeat higher-level force fields with lower-level ship ...Force Field of your own to the planet (the player force fields are mobile, the AI force fields are not), and hide your bombers under those.
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  • ==The Pre 4.0 Combat System With Shields== The "Shields" combat system involved "Chance-To-Miss" calculations based on:
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  • ...missiles. However, you get more of both the Raid and Leech starships, and the Leech starships allow you to "reclaim" enemies like parasites do. This in ...galaxy they tend to die too quickly for them to be really useful. What is the point of these versus just regular scouts?
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  • ...tion|ARS]] and [[AI War:Core Shield Generator|CSG]]. The flow and style of the game can be pretty different depending on that parameter. Here is a genera ...knowledge to be had, so players will get very little technology unlocked. The AI Home planets are also extremely close by. Since players are unlikely to
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  • '''A From CRCGamer:''' The Dark Mirrors have a variety of ways you can partially mitigate what they do ...pods and gunbots. Works against armor and dirt cheap. Cornerstone units of Core tech.
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  • From the post http://www.arcengames.com/forums/index.php/topic,6778.0.html Well... it's really, REALLY hard to describe in a concise way in terms of the wave size in particular. There are literally a few hundred lines of code i
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  • ...iveness of your ships and structures. Available techs can be accessed from the Tech sidebar. ...: Artillery' tech improves the Concussion Corvette, the Concussion Turret, the Siege Frigate, etc.
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  • ...bly one of the most dangerous Guard Posts you will run into outside the AI Core Worlds. When this guard post or its systems command station is destroyed it ...lower right part of the target system - you have 14 min (beta 4.037 fixes the timer to 14 min. Prior releases you only have '''1''' min) to plan accordin
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  • ...geted by the AI's forces. However, if the main Fabricator under control of the capturing player is destroyed, all Foldouts for that fabricator are destroy ...to your fleet, however you must determine if capturing the system is worth the [[AIP]] cost to get said Mk. V ships.<br/>
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  • ...f both AIs and win the war.<br/>There is one of these wormholes in each of the AIs Homeworlds.<br/>If there is also one of these wormholes in your startin ...throw enemy forces at you. The later expansions of the game, Vengeance of the Machine and Destroyer of Worlds added at least 3 ways to get rid of at leas
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  • ...You come from both factions, so you may have fought against one another in the past -- but it is time to put any grievances aside. ...igence. These decisions were not undertaken lightly, and we thought all of the appropriate safety checks were in place, but I think you can guess what has
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  • ...pend on that DLC. OR you need to make those parts of your mod turn off if the DLC is not installed. ...t have all of them installed, they are set to not show up even if you have the mod on. Those are examples of something that can be selectively turned off
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  • ...flagships''' are the space forces available to the different [[races]] in The Last Federation. '''Shown is XML code from the game tooltips, needs formatting.'''
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  • ...built on a planet with a human Home Command Station.<br/>Only available if the [[Fallen Spire Campaign]] is enabled. ...and destroy the Spire at the Andromeda galaxy without the interference of the Spire Empire's fleet.
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  • ...ented by any ship in the game. You're a distant commander, looking down on the battles and issuing orders through a mobile camera that you zoom and pan.<b One of the most important commands in AI War is the Pause command.<br/>
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  • <big>'''How Do I Use The Priority Buttons In The Galaxy Map?'''</big> ...of these in the first in-game tutorial, but I've never really figured out the best way to set priorities. What should I set as P0, P1, P9, etc?
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  • ...ose. In order to clear blocks, you must right-click and drag paths through the arrows to set up chain reactions of like-colored blocks. ...ial blocks and items; and over fifty minutes of beautiful music to go with the painterly art.
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  • ...://www.arcengames.com/forums/index.php/board,24.0.html dedicated board] in the Arcen Games forums. ...resent.3F|AI Progress]], a measure of the strength of the AIs' response to the player(s).
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  • ...frigates, so you'll want to have some high-level bombers before the end of the game). ...playing 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
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  • ...for years, which is one reason Minipods are more dangerous in the hands of the AI than in yours. ...do 600 armor damage/second to a single target. As a point of reference, a Core Starship has 2500 armor and can be very dangerous to your fleet. It will h
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  • [[File:AI War - IRE cap DPS.jpg‎|thumb|right|500px|IRE damage maxes out when the target uses 8000 energy. For comparison, base and bonus cap DPS are shown The actual damage done is based of the energy usage of the target ship and is calculated as follows:<br/>
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  • When used by the AI (as part of the Golemite [[AI War:AI Type|AI Type]] or an [[AI War:Exogalactic Strikeforce| The first one is usually worth the 15 AIP. Not so for subsequent ones.
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  • ...from leaving the system, and greatly slows enemy ships that stray too near the reactor itself.<br/> ...efit from Core Shield Generator protection. So it may be taken out before the CSG network is down, if you dare.
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  • ...ot.png|left|Spider Bot]] || valign="top" | Extremely effective at damaging the engines of enemy ships. Note: Spider Mk V used to be called the Anti-Starship Arachnid (patch 5.027)
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  • ...ps on the current planet; they cannot be directly controlled, cannot leave the current planet, and lose health slowly over 3 minutes. The Golemite [[AI War:AI Type|AI Type]] doesn't use that kind of golem.
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  • The Mark IV version is immune to Tachyon Beams. Note: Scouts do not have a Mark V/Core version.
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  • ...e against very small ships.<br/>Part of the [[AI War Expansion 3: Light of the Spire|Spire Fleet]] == How to counter when in the AI fleet ==
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  • ...don't increase the capacity of my mobile military forces, which seem to be the most useful ships. Why would I ever choose to upgrade turrets instead of my ...es, or if you have a lot of hostile wormholes to guard, one way to salvage the situation is to unlock higher tier regular turrets, basic, MLRS, tractor b
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  • <noinclude><big>The purpose of this page is to rework the main page of the AI WAR wiki</big></noinclude> [[AI War:AI No Turrets|Why doesn't the AI build turrets anymore?]] link to guardians{{TBD}}
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  • ...his a lightning-fast death machine. [[Armor and Munitions Boosts|Boosts]] the strength of nearby ships. ...there are some differences between the this ship and the Flagship, notably the hull type, that make this ship distinct.
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  • | {{AlgCtr}} | V || {{AlgCtr}} | [[Core Fab]] || {{AlgCtr}} | 1,600 || {{AlgCtr}} | 1,600 || {{AlgCtr}} | 3,200 || ...ter is quick to build and has 6~8 times more HP per resource to build than the other triangle ships. It is designed to be a brawler and damage soaker, dyi
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  • | {{AlgCtr}} | V || {{AlgCtr}} | [[Core Fab]] || {{AlgCtr}} | 1,600 || {{AlgCtr}} | 1,600 || {{AlgCtr}} | 3,200 || ...ter is quick to build and has 6~8 times more HP per resource to build than the other triangle ships. It is designed to be a brawler and damage soaker, dyi
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  • | {{AlgCtr}} | V || {{AlgCtr}} | [[Core Fab]] || {{AlgCtr}} | 1,600 || {{AlgCtr}} | 1,600 || {{AlgCtr}} | 3,200 || ...ter is quick to build and has 6~8 times more HP per resource to build than the other triangle ships. It is designed to be a brawler and damage soaker, dyi
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  • <big>'''Am I Ever Able To Build Core/Mark V Units?'''</big> ...Mark V ships would be via Parasites, Leech Starships, or other ships with the Reclamation ability.
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  • ...itself and restores a chunk of health to the Shredder Drone Guard Post (if the post is still alive). == How to counter when in the AI fleet ==
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  • |[[File:AIWarSpireShieldGuardPostCore.png|100px|left|Spire Shield Guard Post(Core)]] || valign="top" | Alien technology with relatively few guns, but an impr == How to counter when in the AI fleet ==
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