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  • ...how they can function rather than just being on/off gates. Additionally, mechanics are now heavily dependent on [[AI War 2: Units of Measurement|the 8 basic s ..., it makes it so the relevant stats needed to understand how a ship with a special ability functions are all on that ship itself; you can see what sort of shi
    18 KB (3,012 words) - 21:16, 7 August 2022
  • == Please Refer To The Main Special Mechanics Page == ...cial mechanics ARE, please visit the [[AI War 2: Special Mechanics|Special Mechanics]] page as a reference.
    24 KB (4,001 words) - 10:09, 29 October 2022

Page text matches

  • ...those enemies, but that is unlikely since you'll be running out of ammo on special abilities, gradually having your health whittled away, etc. You'll eventua ** A list (with count) of any special abilities you used.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...ience for some particular reason, or you just like getting pilots killed?" special. ** The tooltip shown is the same as that of the galaxy map, but minus any special galaxy view mode changes that might be in force on the galaxy map itself.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...rity of settings, most of which are truly advanced things for ultra-tuning mechanics. It leaves the things that are big decision-points that someone might cons * Adjusted HRF special ARS ship grant caps to be actually competitive after recent adjustments to
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...mode (or higher) is required. HA mode is inherently simpler and has some mechanics that advanced players can abuse but that are fun for new or midlevel player ** In addition to everything that Challenger mode adds, this mode forces on mechanics that make beachheading harder to cheese. You also get only one Battelstati
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...turned into was a polish phase as well as a big drive for new content and mechanics that would be easier for players to understand. The procedural elements we ...BE TURNED OFF NOW," as the case may be. Turns out that's just the sort of special tone the Unity UI requires in order for it to do its job. Yes, the snark i
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Arks now require more upgrade points. Thanatos and Gyrn have stronger special abilities * Add a new Special Forces Master AI Type which spends a lot of its budget on the Warden and Hu
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...having less to invest into its nemesis spawns as AIP increases and waves, special forces, strategic reserve, and other responses are being given more and mor *** So something that is merely common, but does not increase AIP much (Special Forces Guard Post, +1 AIP) is fair game.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * Plus, we had at least 15 major revisions to existing mechanics in the game. *** Now, once it has seeded one such stack of special items in a stash, it instead seeds enchant containers where it would have s
    363 KB (62,010 words) - 19:50, 1 February 2015
  • * Now if the "all game mechanics enabled from start" rule is not on, and fewer than 3 races are spacefaring * The RCI tutorial has been updated slightly to reflect changes to those mechanics since 1.0. It wasn't much off, but it was a little.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • * Fixed a bug in recent versions where special monster seeding could seed more monsters than it was supposed to (for examp ...be on the same stat, in which case it will display as only one "individual special", but naturally the magnitude will be higher.
    278 KB (45,949 words) - 19:51, 1 February 2015
  • * This mod adds a special faction, "AI Shield Generators," to the game. This faction consists of a nu ...include wording about the new absolute floors that were added, including a special note if your actual AIP is currently lower than the absolute floor.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Fixed a textural error late in the game where it was referring to the old mechanics of using mana or whole survivors to power your respawns. ...e we never specified which spell slots were considered Primary, Secondary, Special, or Ammo anywhere in the game! Now the mage class selection window and the
    304 KB (51,505 words) - 19:51, 1 February 2015
  • * The "special effect: non-district building" is now more clearly named "special effect: can build outside your territory." * The old Debt mechanics on the international bank have been removed.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...layers on improving the relationship between metal and crystal. Those two mechanics had become far too similar, and ultimately the idea of merging them in favo * The Daily Tips have been revised to correct factual errors, mention new mechanics, etc.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * The Special Forces has evolved a great deal from its early AIWC implementations (basica == Version 0.611 The Special Forces Have Arrived (Again) ==
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * Added Bradley Smith to the Special Thanks section of the credits roll, for the source code we adapted to devel * Fixed a few bugs that were causing Special Forces and Threatfleet ships to try to rally (when idle) to planets they co
    209 KB (33,423 words) - 12:14, 16 September 2017
  • * Special Forces strength cap now matches what logs from Classic appear to indicate, * Special Forces now always uses the Normal mode instead of Base Orientated. While Cl
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * An enormous graphical overhaul has taken place. Every special effect in the game has been replaced and majorly improved, the HUD and GUI ...context menu (alt+right-click) with things like Auto-Gather-Knowledge and special Transport-Unloading logic, the complete removal of "control nodes" in favor
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...o check out the section at the bottom of this wiki page for some ideas and mechanics you might find useful'' ...rces real names. This is just a lore and UI change, and doesn't change any mechanics or art requirements.
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...d thus tanks, see above) base attack power increased to 3x of what it was, special hull-type-bonuses cut to 1/3rd of what they were. This makes them a bit mo * The special thanks to players section has been massively updated with the backlog of ho
    165 KB (27,263 words) - 19:48, 1 February 2015
  • == Version 0.870 Improving Fleet EXP Mechanics == ** Special forces ninja hideouts, risk analyzers, ion cannons, mass drivers, ai eyes,
    287 KB (48,412 words) - 12:06, 3 July 2019
  • === Stealth Mechanics Improvements === ...meant that, for most intents and purposes with ranged enemies, the stealth mechanics did nothing!
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...ass, and a new ArcenStrings class, based on recommended best practices for special case performance handling in unity at these two locations: * Special AI Structures:
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ** We've updated the following ships thusly: Special Forces Ninja Hideout (called the Warden something-or-other on the front-end ...w ABOVE the main icon now, leading to somewhat better visibility for these special statuses.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...a little bit of the wave budget into CPA for most AIs (excluding ones like Special Forces Master for now). === New Ship Mechanics ===
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ** The Master has special need of fodder for... something else you're not privy to. All bandit keeps ...ted to no longer reference social decay, but to instead talk about the new mechanics of building perma-death and building repairs.
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ** Additionally, things like mobile builders are gone in a special type sense, and are now just considered Battlestations. ...e Zenith Trader or otherwise, but that would need a new UI and new general mechanics. That would be fun, but in terms of replicating the experience of the Zeni
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...how they can function rather than just being on/off gates. Additionally, mechanics are now heavily dependent on [[AI War 2: Units of Measurement|the 8 basic s ..., it makes it so the relevant stats needed to understand how a ship with a special ability functions are all on that ship itself; you can see what sort of shi
    18 KB (3,012 words) - 21:16, 7 August 2022
  • * [[AI War:Special Forces|Special Forces]] === Ship-Specific Game Mechanics ===
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...xceptional corrupting abilities, making heavy use of devour and conversion mechanics, and its troops are not lacking. ...efeating its foes, granting them extra max Hull and Shield thanks to a new mechanics cleverly implemented by @Dismiss. Once available, they will also utilize th
    115 KB (18,274 words) - 10:11, 15 May 2024
  • ...text" section in the upper right corner be clickable without losing their special functionality. ...ties has been added to tutorials, which lets us say "don't seed any of the special capturables in the normal fashion" if we don't want that to happen.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...chanics of them the first time (and quite hard until you figured out those mechanics). ** Game-mechanics-wise this is one of many mechanics to encourage sinking gifts and profession buildings into many NPCs rather t
    89 KB (14,646 words) - 19:51, 1 February 2015
  • == Please Refer To The Main Special Mechanics Page == ...cial mechanics ARE, please visit the [[AI War 2: Special Mechanics|Special Mechanics]] page as a reference.
    24 KB (4,001 words) - 10:09, 29 October 2022
  • *[[AI War 2: Special Mechanics| Special Mechanics]] *[[AI War 2: Modding Special Mechanics| Modding Special Mechanics]]
    4 KB (657 words) - 10:51, 26 June 2023
  • ==Mechanics== *Special abilities from [[Hydraks|Hydral]] tech
    4 KB (652 words) - 11:06, 20 September 2014
  • The basic mechanics of fleet-ship balance revolves around the Ship-Triangle, where ships types * Uses other mechanics
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ...ir home command station or Metal Generation, they are reminded about those mechanics for increasing metal production. ...rmally the AI does not particularly use frigates, but a few types like the special forces master or turtle do so.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ** It's displayed with a special ring for visual feedback. ..., because those are a lot harder to stack and they are supposed to be very special.
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ==Train Mechanics== Most Astrotrains are high-health trains with their own special ability.<br/>
    12 KB (1,903 words) - 14:24, 17 January 2017
  • ...ot be survivable if you hit that before attacking the AI homeworlds due to mechanics that have added to the game since 2010. See the forums for the players most * Other special capturable structures that you might encounter and desire.
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...of comparisons to the first game, in terms of factions and ships and even mechanics, and he started porting those things over. But it was not "just" porting t ...t is aware of threats elsewhere in the galaxy, but does not judge that any special precautions need to be taken at this location.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • These are roughly parallel to the Resistance Fighters, with similar ships, mechanics, etc., but acting against the player rather than in favor. ...business with anyone who can pay. They travel around the galaxy, providing special ships (for a hefty fee) to both human and AI players alike.''
    31 KB (5,110 words) - 15:35, 22 November 2018
  • * Corrected an issue where Uke Mochi's special ability affected all raw resource producers rather than just food-related o * New special-case mythological unit: Onryo
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ...ere. This is a complex game, and simply having time to get used to all the mechanics, and figure out strategies, can be a real boon. And hey, the AI is still p ...oaming Threat, Special Forces, the presence of some hostile minor faction, special forces ships, or some combination of the above.
    40 KB (7,197 words) - 01:47, 5 October 2016
  • -Made special forces AI ships less likely to pursue minor faction ships (including devour -Riot Control Tazer module now uses a special sound effect from I-KP.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...h. I'm hoping to get across why I think AI War's gameplay is lacking that special something to get it from 'very good' to 'excellent' ...net Attacks and retreat/regroup behavior was added, and a lot of the finer mechanics were tuned. Astro Trains have always provided another layer of AI behavior
    10 KB (1,936 words) - 19:48, 1 February 2015
  • ...hout allowing for exploits that would let them take advantage of these new mechanics to get around ship caps or ship unlock requirements. -The in-game ALSO SPECIAL THANKS TO part of the credits are now alphabetized so as to not give the ap
    29 KB (4,906 words) - 13:40, 1 February 2015
  • ...ap wait" option is now removed, since it was pointless since the windstorm mechanics changed. ** Later when we get into some PVP options, we'll make some sort of special something that players can craft to be able to target other players and be
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ...l Mechanics Unlocks" section to the reference window. This lists what new mechanics are unlocked at various civ levels. It's the same message you get upon act ** A stash room has a special stash that was hidden here during the upheaval of the cataclysm—so lots o
    192 KB (32,418 words) - 19:50, 1 February 2015
  • * Father Brain is now fully added to the game, with his visuals, mechanics, force field, victory condition, and all that jazz. ...ral, since it is super jarring for players. The tool is there now for any special cases, but it's a really bad idea in most cases...
    79 KB (13,456 words) - 16:18, 24 August 2016

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