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  • ...ese waves are the same as the waves spawned by a [[AI War:Raid Engine|Raid Engine]] and can be countered with the same strategies.
    822 bytes (122 words) - 09:55, 9 July 2016

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  • Guard Posts are immobile AI units. They are AI equivalent for turrets and are the There is several pools of guard posts; the planetary generation picks them depending on the type of planet.
    15 KB (2,291 words) - 05:52, 10 July 2016
  • ...sion 7.001 and up can be found at [[AI War:Current_Post-7.000_Beta|Current Post 7.000 Beta]]. ...silly to have Raid and Infiltration guardians start 1 tier lower than the Raid Starship (while being 50% to 150% more effective than it), but really all t
    209 KB (33,423 words) - 12:14, 16 September 2017
  • * Now that AI Shield Sphere Guard Posts have so much health, they are no longer used in the intermediate tuto ...effective reclamator, and apply a variety of other debuffs (armor damage, engine damage, paralysis) just for the fun of it.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...sion 6.001 and up can be found at [[AI War:Current_Post-6.000_Beta|Current Post 6.000 Beta]]. ...orders would auto-target stuff that should not be auto-targeted (wormhole guard posts, AIP-on-death structures, etc) if the unit in question shot them firs
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ** Normal guardians, guard posts, forcefield generators, grant 50. ** Dire guardians, dire guard posts, grant 75.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...breviated'', organized version of the full release notes ([[AI War:Current Post-4.000 Beta|here]]). ...there were so many balance changes there with the introductions of the new guard posts and guardians, not to mention the new player economy in that version,
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ** This is all the guardians, and basically everything but the fleetships and guard posts are now taken care of. And some of the Arks. * Fix a bug where my previous change to let Civil-War AIs shoot each other’s raid engines was incomplete
    186 KB (31,438 words) - 17:26, 13 July 2020
  • * The "GetPraetorianGuardExternal was null on faction AI Praetorian Guard" error should now be fixed. *** Defense Post: 55000 -> 30000
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...breviated'', organized version of the full release notes ([[AI War:Current Post-5.000 Beta|here]]). ** 3 _Nasty_ new Core Guard Post types for the AI to defend its homeworlds with.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...umber of times hacked by each type of hack, systems (this is the big one), guard patrol points, protecting shields, AI reinforcement point contents, death e *Reduced Page engine from 20gx to 14gx
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...breviated'', organized version of the full release notes ([[AI War:Current Post-3.120 Beta|part I]] and [[AI War:Current 4.0 Beta|part II]], which were ove ...asis on larger centerpieces. The AIs have massive new command stations and guard posts, as well as mobile Guardians that not only defend but launch often-br
    183 KB (30,714 words) - 11:55, 16 September 2017
  • [[AI War 2: Pre-And-Post Launch Polish]] * Stealth Guardian engine 18 -> 9.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • Core Guard Posts are a stronger and more dangerous type of guard post that only spawns on an AI homeworld. They have a small [[AI Progress]] cost ...erGuardPost.png|50px|left|Acid Sprayer]] || valign="top" | [[Booster Guard Post]]<br/>Middling weaponry, but significantly boosts both the munitions and th
    5 KB (733 words) - 20:46, 26 April 2015
  • ...player should have to make a conscious decision (either in destroying the post or the command station) for that to happen. ...ith high engine health don't take extra time any longer. The base rate of engine repair has been halved, though.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • * Concussion Guardians and Guard Posts now have a range of 18,000, instead of 30,000. * Nucleophilic Guard Posts damage multiplier reduced from 6 to 3 to bring it in line with simila
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...tutorial is now massively different, accounting for the addition of unique guard posts and the removal of turrets. Also adding guardians on a few planets, ...ression, so that players won't feel so lost when starting their first real post-tutorial campaign without the hand-holding.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Notifications about both AI Eyes and Raid Engines have been moved into the CorePersonalNotificationGenerator "example ...hus slowing them down and also causing them to have a braindead Praetorian Guard subfaction). Essentially if we can't find the proper PG difficulty, it wil
    646 KB (109,259 words) - 11:44, 22 September 2021
  • Patch notes for game version 8.001 and up can be found at [[AI War:Current Post-8.000 Beta]]. ...et), but this account has to stop somewhere. Oh, and let's not forget the engine upgrade and the addition of linux support :)
    177 KB (28,387 words) - 17:36, 25 October 2018
  • [[AI War 2: Post Completion Part II]] The game's first year and a few months post-completion saw a huge amount of modder and volunteer updates to the game, t
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * Fix a typo that was causing tons of raid frigates in ARSs and flagships. * The Praetorian Guard no longer gets any mark level upgrades above the ambient of the AI during t
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ** Praetorian Guard is now in the game. The Praetorian Guard is the Bodyguard of the AI overlord. ...ic planet, so that things could be done to that faction (for instance with Raid Engines launching waves against whoever was bugging them locally).
    415 KB (70,286 words) - 16:17, 13 April 2021
  • [[The Last Federation Post-1.0 Release Notes]] * To make it easier to understand what actually happened in a battle, the post-combat results window now displays (where applicable) :
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...> 1, damage 20 -> 60, has new damage bonus against EngineGx of 7 or below, engine slow per shot 2 -> 5, speed 800 -> 1000. * Swarmer Guard Post drone production rate reduced 20%.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • '''Goals that you should just raid for unless there is some other reason you want the planet:''' * Destroying Special Forces Guard Posts
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ** All of the guard posts now take 10 shots (mainly this means if they are the Ghost versions o *** Ditto for the dire guard posts, except those now take 20 shots, holy cow.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • | ''On all planets:'' All [[Wormhole Guard Post]]s replaced with normal Guard Posts | This AI uses normal guard posts instead of wormhole guard posts next to each of its wormholes. The result is that you generally take
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ...s with tracking "nearby unengaged mobile strength"; notably it counting AI guard ships and not properly populating all the relevant lookup tables due to the ...at force retreats to; previously it was just a mode of the "send threat on raid" logic, which prioritized the ease of being at the destination over the eas
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...up ships with varying degrees of engine damage (they ignore ships without engine damage). ...patrol between the guard posts on a planet if there are at least two such guard posts. If there are not, then they will patrol at random.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • * Aedile AI Type: This AI has a somewhat stronger praetorian guard which is allowed to roam a bit further from its Homeworld. (Hard) * Praetor AI Type: This AI has an extra-strong praetorian guard which is allowed to roam much further from its Homeworld. (Brutal)
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...ting player ships from retreating. Counterattack waves, event waves, raid engine waves, and other specialized forms of waves won't ever include a beachhead. ...and you don't have to capture planets in order to farm them -- so you can raid enemy territory to get these without even costing any AI Progress to take t
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ...ting player ships from retreating. Counterattack waves, event waves, raid engine waves, and other specialized forms of waves won't ever include a beachhead. ...and you don't have to capture planets in order to farm them -- so you can raid enemy territory to get these without even costing any AI Progress to take t
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...a beta status, and instead proceeded with a revised design on our existing engine in order to make sure that this sequel fully lives up to the legacy of its ...e description of how you get science has been fixed up to be fully correct post-pivot.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ** In guard post placers during mapgen, for guarding metal generation spots (aka faster mapg ...use the new async version where we can as long as we are not running into engine bugs.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...athering intel data. Be sure to bring at least one scout with you on every raid, to make sure you can see the full Planetary Summary. .... But its artillery shells can do grievous harm to starships, fortresses, guard posts, guardians, and turrets.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ...athering intel data. Be sure to bring at least one scout with you on every raid, to make sure you can see the full Planetary Summary. .... But its artillery shells can do grievous harm to starships, fortresses, guard posts, guardians, and turrets.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • -The Leech Starship has all-new graphics, and the Raid Starship graphics have been much improved. ...l summaries. The only ship that is this way for AIs presently is Wormhole Guard Posts, which will be enabled even when cloaking is disabled in the lobby (p
    107 KB (17,661 words) - 11:54, 16 September 2017
  • === Coming Soon: Post-Processing Visual Stack Upgrades === * Did quite a bit of experimenting with our post-processing stack to see if we could make it any more efficient or any highe
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...Threat, AI Warden Fleet, AI Hunter Fleet, AI Instigators and AI Praetorian Guard. *The AI Praetorian Guard behaves like the AI Warden Fleet, except they will only appear near and on
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...osts|Guard Post]] on their planet (not counting wormhole and special force guard posts). Guerrilla-style raids and heavy usage of [[AI War:Starships|Starshi ...otage [[AI War:Hacking|Hack]] can get rid of an eye without destroying the guard posts. While handling the hacking response during the hack under the eye's
    4 KB (667 words) - 02:28, 25 August 2016
  • ...AI having waaaay too many ships for a while, but if we pack those into the guard posts as contents that are not deployed yet, that should have zero performa ...t of the game and never get upgraded or reinforced, unlike what happens at guard posts.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • [[AI War 2: Post Completion]] *Doubled Mines for Orbital Stealth Guard posts and they can spawn in a second, farther ring
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...power costs have been decreased somewhat (to make defense somewhat easier post-shields). ...I Master Controller). This was hilarious, but not a good idea for the game-engine.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • -AI planets no longer get extra reinforcement ship cap from wormhole guard posts. This makes the practice of "neutering" AI planets once again effect ...vides incentive for players to at least partially neuter really high-guard-post-containing planets that are near to the player's area. On the higher diffi
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...rden Fleet, Neinzul in the Border Aggression and Templar in the Praetorian Guard. * Reduced tachyon for guard posts.
    115 KB (18,274 words) - 10:11, 15 May 2024
  • * [[AI War:Zenith Siege Engine|Zenith Siege Engine]] (set-up time, AoE attack) * [[AI War:Spider Bot|Spider Bot]] (engine damage)
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ...or the Core variant of this structure that appears on AI Homeworlds, see [[Raid Eye (Core)]].<br/> ...dies automatically with the last such guard post. When fully charged, the Raid Eye will trigger an attack wave.
    2 KB (322 words) - 08:59, 17 August 2016
  • ...t planet is next to several Human planets). That strategy is called ''gate raid'' by the community. The name displayed over a wormhole leading to an AI pla ...[[AI War:Warp Gate Guardian|Warp Gate Guardian]]. Players planning a gate raid must be on the lookout for these kind of units as destroying the warp gate
    5 KB (878 words) - 14:09, 29 November 2016
  • ...he regular variant of this structure that appears on most AI worlds, see [[Raid Eye]].<br/> ...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
  • * Destroying a [[AI War:Core Guard Post|Core Guard Post]]: '''+1''' ''(And unless Lazy AI option is on, it also raises the AIP floo * Destroying an [[AI War:Alarm Post|Alarm Post]]: '''+5'''
    3 KB (550 words) - 13:51, 21 October 2016
  • ...of AI-war gameplay. A Ship's base speed is determined by a ratio of their engine health over max-health, with a minimum of 1. ...ts will just as easily stop that core [[AI_War:Raid Engine Guard Post|Raid-Engine]] wave as a mark-I wave.
    3 KB (453 words) - 12:16, 23 September 2017

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