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  • ** Ship kills outside of war. ...nomic RCI value now affects the speed of construction on planets—including ship construction.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * Fixed bug in recent versions where reclaiming a ship with nanoswarms could result in it being handed over to an arbitrary differ ...longstanding bug where the lobby bonus-type tooltips would always display ship caps as if the base cap were 100 instead of 196.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...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 size. ...behavior when the multi-player selection is opened for modification in the ship design window, since they can no longer be opened in that window now.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...th how the new balance is, and collaborated on it with us in depth. At an advanced level, this alone makes it like a whole new game. ** 9 New Bonus Ship Types.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ** This keeps things moving for advanced players, but makes it so that if they are playing a new mode for the first * Obscura ship changes:
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...from 4,939,200 => 10M (about 2/3rds of Fighters, and jets are a high caps ship, so effective durability is much lower). ** Base Ship Cap from 392 => 240 (Fighters have 192).
    209 KB (33,423 words) - 12:14, 16 September 2017
  • **These various changes gives Ambush an offensive-minded ship. It's meant to be used as an artillery battery on enemies planets, with a s * Added a new galaxy option under the performance tab (this is advanced): Ship Systems To Calculate Per Targeting Pass. min 50, default 500, max 1000
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ** 9 New Bonus Ship Types, including the hilarious Tackle Drone Launcher and the first-ever bon ** 2 New Map Types: The long-requested "Clusters" map type and a more advanced "Microcosm Clusters" variant.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...is seeding Core fleet-ship Fabricators it obeys the Simple/Normal/Complex ship-type-complexity setting from the lobby. ...according to its tier (basic combat ship, advanced combat ship, or command ship) rather than according to its splinter faction race.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...aximum amount of BASE damage that can be done from this system to a target ship of a given mark (the first slot is for markless, then the next are by mark * Added a new testing command: <code>dump all ship info</code> or <code>dump ships</code>
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...icon on it already, the control group number shows up as an overlay on the ship. ...for an issue where ship stacks could not be properly overkilled, only one ship would die when the whole stack should have died.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...key simplification in this new version is the removal of all the internal ship-specific damage multipliers. In their place, we now have a small number of * Following on with those massive changes, every last ship in the game has been rebalanced to a heavy degree, sometimes pretty much co
    183 KB (30,714 words) - 11:55, 16 September 2017
  • Examples of such valuable targets include Advanced Research Stations, Advanced Factories, and the AI's Homeworld. ...a viable tactic if the total value of the systems en route to the Advanced Research Station is outweighed by their defensive requirements and the potential AI
    5 KB (818 words) - 06:11, 16 August 2016
  • ** There are still some notable delays with the "ship to ship lines," although those also have been updated to use this new approach. We ** As a result, the aiwar2goodiebox asset bundle, which contains all the main ship graphics, has dropped from 1.4 GB down to 865 MB in size.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • -All of the ship graphics have been updated so that they look better around their edges when ...ted and are now much larger and more visually impressive. Space docks and advanced factories also now have more health.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...this topic is to provide a reference for things like AI types, map styles, ship types, etc, which are easily to enumerate. It thus provides something of a == Basic Ship Classes ==
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ...this topic is to provide a reference for things like AI types, map styles, ship types, etc, which are easily to enumerate. It thus provides something of a == Basic Ship Classes ==
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ** An interesting thing that I expect to see a lot of is advanced players "playing ahead" and accomplishing goals for later acts before they * The advanced water well (boring!) from the food category has been removed, and that buil
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ** Ship production rate doubled. ** Total ship capacity doubled.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • * Fixed a bug where an AI ship that was trying to attack a human ship was still in low-power mode and thus restricted to hurling itself bodily at ...now played on Normal speed rather than the former Epic. This prevents the ship movement, etc, from feeling sluggish, and doesn't really make the game feel
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...pawn target cost always using the minimum cost contained. This lead to the ship spawner being able to go into debt even when it wasn't supposed to. ...tments to make Frigates more usable by always having a bit more of them in ship lines:
    394 KB (67,204 words) - 16:22, 13 April 2021
  • |Research Redirector ...the ARS tab of any science ship on the planet) instead of getting a random ship type.
    13 KB (2,173 words) - 05:59, 28 July 2016
  • * In a spate of further (justified) paranoia, the entity ship-to-ship lines, and the planned metal flows, have been hardened against the sort of * If a human player ship fires on a guard or something that has guards, then the guarded-thing and a
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...Visual Solomesh Ship variant has been added that lets us have much simpler ship definitions that are cheaper to move around on the CPU, and draw more effic * Fixed some problems with the mouseover ship tooltips being too "sticky" (choosing to show what it had been showing vers
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * You don't find the Advanced Research Stations particularly attractive as a goal. * You don't find yourself ever struggling with resources or ship cap to defend yourself while also making an effective offense.
    40 KB (7,197 words) - 01:47, 5 October 2016
  • ...ling the metal requests to the sim speed, no longer receiving the 'Unknown Ship' message, and no longer omitting a bunch of flows * There is a new is_upgraded_via_fleet_exp xml tag that is required for a ship type to actually upgrade via the fleet levels.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * New feature 'ship variants' * DZS allied to the player was spawning in at planet with an ark empire king ship when hostile strength was there and it was a hostile planet but now properl
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * Made a variety of internal changes to have ship, shot, squad, and so forth movement more efficient. ...m squads of multiple ships and/or multiple shots coming from an individual ship. Previously if a shot's delay "expired" during any of the fairly-coarse sim
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...earby planets -- if there are Data Centers, Advanced Research Stations, or Advanced Factories, go for those. * Research some technologies -- if you're new, try starting with the Mark II and Mark
    7 KB (1,144 words) - 09:10, 17 April 2015
  • ** All in all these should make the advanced play with the calibers and concentrations a lot more interesting than in th ...where the stationary floor and swimming were still spawning in the robotic research facility escape sequences when they were not supposed to be. This was maki
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...with [[Abilities|Ability: Gathers Scout Intel]] is required to display the ship sidebar on the right hand side of the screen and to remove the ??? from the ...Stations]] unlock another [[AI_War_Ships_and_Structures#Fleet_Ships|Fleet Ship]] for you to build at the [[Space Dock]].<br/>
    9 KB (1,467 words) - 15:37, 1 February 2015
  • ...abs generate 2 knowledge per second, Mark II Labs generate 3, and Advanced Research Stations generate 6. Regardless of the rate of knowledge gathering, the max Capturing an Advanced Research Station immediately captures 500 bonus knowledge for all players. This is n
    3 KB (508 words) - 05:40, 18 August 2016
  • Updated ScienceLab, ScienceLabII, Advanced Research Station ...eir targeting accordingly, preferring ships of that specific type, or if a ship of that type is not available, then any ships of that class. For exampl
    47 KB (7,691 words) - 11:53, 16 September 2017
  • == New Bonus Ship Classes == The base game of AI War includes 27 "bonus" ship classes beyond the base fighter, bomber, frigate, scout quartet that is in
    30 KB (4,946 words) - 14:07, 8 March 2015
  • == New Bonus Ship Classes == The base game of AI War includes 27 "bonus" ship classes beyond the base fighter, bomber, frigate, scout quartet that is in
    28 KB (4,560 words) - 19:50, 1 February 2015
  • Previously, the Dark Zenith invasion started out with all of their research unlocked from the start. This made starting with the immediate invasion to The DZ Invasion mode has been totally rebalanced with their research unlocks depend on their time of invasion. So the immediate invasion has pra
    115 KB (18,274 words) - 10:11, 15 May 2024
  • ** Skip Drawing Ship Models * The new functionality for Skip Drawing Ship Models now actually works, in terms of doing far less loading of ships, and
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...number of optional intermediate objectives to complete, such as capturing Advanced Factories and destroying the AIs' Data Centers. ...then send it to the front; the galaxy's too large. Periodically build new ship construction facilities in forward locations so that your supply lines are
    9 KB (1,491 words) - 08:41, 28 May 2016
  • ...it becomes harder and harder to defend. I end up trying to spend lots of research on turrets and whatnot, but still it always seems to become unmanageable. ...ilar to that. Generally once you get your Advanced Research Station, then research all the knowledge on that planet, there are only two benefits to holding th
    8 KB (1,433 words) - 19:48, 1 February 2015
  • ...I War:Design Backup Server|Design Backup Server]] ('''Hack''')<br/>Holds a ship blueprint that can be downloaded or corrupted. ...e:AIWarAdvFac.png|50px|left|]] || valign="top" | [[AI War:Advanced Factory|Advanced Factory]] ('''Capture''' / '''Hack''')<br/>Allows fabrication of MkIV ships
    3 KB (470 words) - 10:40, 17 August 2016
  • * Ship concepts (which were not part of the many many faction ships above): ** Advanced Research Stations
    415 KB (70,286 words) - 16:17, 13 April 2021
  • While a survey ship is moderately expensive, we are recommending constructing one to investigat We recommend dispatching the survey ship to investigate as quickly as possible.
    41 KB (6,782 words) - 12:38, 27 February 2015
  • <b>Abilities</b> are special features or functions a ship or structure can have.<br/> A ship's abilities can be found in the ship description pop-up just below the ships numerical values (which are in whi
    17 KB (2,941 words) - 22:08, 1 February 2015
  • ...heard of brave souls starting their first FS game on difficulty 7.6+ with Advanced Hybrids on and stuff like that. More power (and bandaids) to them. If you build a Survey Ship (it's right next to the normal science ships on the build menu) it will sca
    30 KB (5,095 words) - 15:36, 22 December 2016
  • ...means using [[AI War:Cloaker Starship|Cloaker Starships]] and [[Transport Ship]]s to reach and secure the planet, then using [[AI War:Command Station#Warp [[File:AIWarTradeShip.png|50px|left|Trade Ship]] ''These alien traders are happy to do business with anyone who can pay. T
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ...gets killed by a player faction on a planet where that same faction has a ship with special_entity_type=Ark" on it. * When there's no location to place a ship/structure, it now shows a way-less-scary message (not the bug-style popup,
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * Cooperative RTS game (1-8 players) with numerous unique ship types. * Gain more power by capturing [[AI War:Advanced Research Station|ARS]] and [[AI War:Core Fabricator|Core Fabricators]] and by [[AI W
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...roducer must also be the fleet leader. So if we're talking about a player ship, it needs to be the Battlestation or Flagship of a fleet, and not something ...ill start spewing errors like crazy when this happens (once per second per ship that has this issue during gameplay), if it happens. It's possible to set
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...rs are not required to pick the same ship type. Players who do not pick a ship type will not receive any default unlock.<br/>Produces 6 [[AI War:Knowledge ...gCtr}} | [[AI War:Engines and Speed|Engine Health]] || {{AlgCtr}} | Single Ship DPS || {{AlgCtr}} | [[Abilities]]
    3 KB (480 words) - 12:30, 23 September 2017
  • -The selection radius for the Advanced Research Station was too small. Fixed. -A new "Omit Numerals From Mark I Ship Icons" option has been added to the settings screen.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • ...nergy needs rather dramatically if overused. These changes will make this ship more useful for general play, but also increases the cost of its use so as -Drawing hundreds or thousands of simultaneous ship ranges now not only looks better, but it also will perform vastly better, e
    14 KB (2,434 words) - 13:38, 1 February 2015
  • ...can be scrapped immediately afterwards without losing its associated bonus ship. *[[Advanced Factory]]
    6 KB (896 words) - 21:46, 23 July 2012
  • ...t of Spire reactors and is experimenting to harness their power in cloaked research laboratories. There are also some hidden spire relics scattered about the g As you unlock more advanced buildings at higher-mark cities, you may choose to scrap some of your exist
    23 KB (4,043 words) - 14:00, 6 April 2022
  • '''1. Caps Are Per-Ship Type.''' ...r-type caps cannot be increased. You will keep building even your weakest ship types all throughout the game, unlike most other RTS games, even as you add
    10 KB (1,822 words) - 19:49, 1 February 2015
  • |[[File:AIWarScienceLab.png|left|Science Lab]] || valign="top" | Research and unlock new technologies. Also gathers up to 3000 [[AI War:Knowledge|Kn ! {{AlgCtr}} | [[Knowledge|Ship Cap]] ||{{AlgCtr}} | [[Ammunition Types and Immunities|Ammo Type]] || {{Alg
    3 KB (306 words) - 07:51, 25 April 2015
  • ...the wave comes with a special ship called the usurper, and as long as that ship lives, the AI will be able to rebuild whatever was on the planet originally *Spending Science on ship upgrades is more useful early than on economics
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...l [[AI War:Starships|Starship]] is often more powerful than a single fleet ship, some MkV fleet ships are comparable in metal cost, firepower and resilienc ...to capture advanced AI [[AI War:Advanced Factory|Factories]] and [[AI War:Advanced Starship Constructor|Starship Constructors]] in order to access MkIV. (Only
    2 KB (404 words) - 04:55, 17 August 2016
  • * More More More (Remove Ship Cap From All Units - added in 1.014) * Advanced Fat (+1 Advanced Factory - added in 2.001)
    10 KB (1,688 words) - 10:27, 24 October 2018
  • ...s no longer the case, and the AI home planets can now have their effective ship caps whittled down over time. This way the battles remain epic, but not lag ...eeded on every planet with an [[AI War:Advanced_Research_Stations|advanced research station]].
    6 KB (1,058 words) - 19:48, 1 February 2015
  • -All of the bigger AI ships, like advanced research stations, are now immune to tractor beams and thus EtherJets and Space Tugs -The Anti-Armor ships now have a min hit percent chance of 90% (so if a ship is at all in range, they have a 90% chance of hitting it -- cruisers have a
    20 KB (3,494 words) - 13:39, 1 February 2015
  • -The "ship level" text that is shown with the far zoom image of ships is now prerender -The color of the "core" ship level is now a bright red instead of the soft purple that it was before.
    5 KB (872 words) - 11:50, 16 September 2017
  • '''Q:''' I'm a few hours into the campaign, and I'm at my cap for all of my ship types. I don't have enough ships to defend all my planets AND make effectiv ...types, or 2) Capture Advanced Research Stations to unlock up to five more ship types.
    1 KB (243 words) - 14:02, 1 February 2015
  • * The AI gains access to a new type of ship for every 200 AIP. '''Q:''' If the AI hits 200 and gets a new ship, does this ship somehow disappear (or the AI can't build any) if the AI progress goes below
    15 KB (2,573 words) - 15:05, 24 April 2015
  • |Grant Ship Line |Advanced Research Station
    18 KB (3,155 words) - 20:56, 22 October 2022
  • -It is now possible to put constructors (space docks and advanced factories) into attack-move mode or free-roaming defender mode when setting -When a ship takes damage, its border now flashes for two seconds in far zoom.
    13 KB (2,246 words) - 13:36, 1 February 2015
  • 4.0 (Unity) has created a strong bias to have some starships as part of your ship mix. To support this new emphasis you start the game with many star ships u ...uld I get a starship early or wait? Basically I'm a bit at a loss of what research I should focus on first.
    7 KB (1,177 words) - 14:12, 1 February 2015
  • -AI planets no longer get extra reinforcement ship cap from wormhole guard posts. This makes the practice of "neutering" AI p ...ets, etc. That is now still true for difficulty 9 and higher, but the min ship cap has been reduced for other difficulties. It is now: 1800 for diff 8+,
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...ting the loadout for a modular ship, the UI now prints the planet that the ship is on (where appropriate) * Astro Trains and their prototype constructs now have their own Ship Class types for easier recognition.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...ore in higher mark ships and try to take that out. That involves a lot of advanced strategies such as potentially popping their command station early and then ...ommand stations on whipping boys periodically, and I tend to have a colony ship standing by to rebuild. This is okay, as long as you don't have just a sin
    20 KB (3,556 words) - 19:50, 1 February 2015
  • <big>'''Why The Complex Interrelation Of Ship Damage Mechanisms?'''</big> ...their head. Class X is stronger than Class Y, fine -- but with dozens of ship classes, this makes for tens of thousands of combinations. Wouldn't it mak
    9 KB (1,682 words) - 13:59, 1 February 2015
  • ...the ARS tab of any science ship on the planet) instead of getting a random ship type.<br/> ...es the AI's response to any type of future hacking. Also, each subsequent ship-design-hack will increase the response far worse than any previous hack did
    2 KB (305 words) - 02:58, 26 August 2016
  • When a cloaked ship fires its weapons, it decloaks itself for around 8 seconds after its last f ...reveal cloaked units around it within the specified range. When a cloaked ship is tagged by a tachyon beam emitter, it becomes decloaked for around 15 sec
    5 KB (849 words) - 02:35, 25 August 2016
  • <big>'''Does Losing An Advanced Research Station Matter After I've Held It Once?'''</big> '''A:''' Nope, feel free to lose it. You've already unlocked the new ship type by capturing it. To its' credit a captured ARS has high health, gather
    376 bytes (69 words) - 13:46, 1 February 2015
  • | research = Fast ...ck. The Obscura are shown to be much tougher than the average species with advanced ships and ground forces which usually require armadas to wear down and dest
    3 KB (403 words) - 23:32, 22 October 2018