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  • ...s after human fleets with its guards in tow, firing beam weapons.<br/>This post fires a Zenith Beam that can hit up to 20 targets in a line. ...ships along with whatever army it decides to take along with it. Sentinel guard posts shows up mostly at the AI homeworlds (which by then you would have ho
    1 KB (228 words) - 02:19, 16 June 2016

Page text matches

  • 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]]. ...g units (the expansion has a guard post, a dire guardian, and a core guard post with that ability) were not actually attrit'ing the swallowed starships.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...r by the ship-type-specific ship cap multiplier (e.g. on high fighter = 1, sentinel-frigate = 0.1, zenith-bombard = 0.25); the problem is that thte ship-type-s * Now that AI Shield Sphere Guard Posts have so much health, they are no longer used in the intermediate tuto
    367 KB (58,728 words) - 12:16, 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
  • ...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
  • ** This is all the guardians, and basically everything but the fleetships and guard posts are now taken care of. And some of the Arks. ** Alarm post redone (always had too crazy of lights, and was very dark now)
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...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
  • ...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
  • ...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
  • * 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
  • [[AI War 2: Pre-And-Post Launch Polish]] * The guard posts now have a new visual base for themselves, and specific guard posts now have their own turrets and materials based on that base:
    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
  • ...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 * Change the post-hacking exo strength on Challenger/Expert/Deathwish. Previously Expert/Deat
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ** Fairly experimental. Meant to be kind of Sniper/Sentinel Frigate hunters, though they do get bonuses against...most fleetships, actu * Concussion Guardians and Guard Posts now have a range of 18,000, instead of 30,000.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...player should have to make a conscious decision (either in destroying the post or the command station) for that to happen. ...e placement of harvesters on resource points that were still covered by AI guard posts.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...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
  • Patch notes for game version 8.001 and up can be found at [[AI War:Current Post-8.000 Beta]]. ** The neinzul spawner core guard post now spawns about 1/12th as many of these as before.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * The Praetorian Guard no longer gets any mark level upgrades above the ambient of the AI during t ...s of a number of shield generators which must be destroyed before the dire guard posts on the AI Homeworld(s) can be destroyed.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • [[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
  • ** Praetorian Guard is now in the game. The Praetorian Guard is the Bodyguard of the AI overlord. ** The ability for factions to flush AI defenders from guard posts forcibly to make them fight.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Sentinel Frigate damage 270 -> 200. * Sentinel Frigate armour 50 -> 60, EngineGx 14 -> 7.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...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 * Guard posts and fleet leaders of non-friendly factions now show up on your sideba
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * Destroying Special Forces Guard Posts * '''AI Core Electric Guard Post''' +2 AI Progress If Killed
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...e description of how you get science has been fixed up to be fully correct post-pivot. * Fixed a post-pivot bug in death logic that had some incorrect if logic and thus was firi
    154 KB (26,552 words) - 11:21, 1 August 2018
  • | ''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
  • ...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
  • ...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 ...reads/alloy-physical-shader-framework-version-3-for-unity-5.305178/page-34#post-3278461
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...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 ...Post. Allied ships that are sent to this planet will gather at this rally post. If there are multiple allied rally posts on a single planet, entering ship
    107 KB (17,661 words) - 11:54, 16 September 2017
  • -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
  • ** In guard post placers during mapgen, for guarding metal generation spots (aka faster mapg ...been using FInts (2010 or so??), we've had this problem with representing post-decimal digits in FInt. So a multiplication by what we thought of us 0.9 w
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * [[AI War:Sentinel Frigate|Sentinel Frigate]] * [[AI War:Sentinel Frigate|Sentinel Frigate]]
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ...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. ...chasing a minor faction ship and moved beyond a certain distance from its guard poing, it would be freed to hunt the human players. Fixed to not be thus f
    66 KB (10,612 words) - 11:54, 16 September 2017
  • [[Valley 2:Post-Launch Release Notes]] * Now when world-map-monsters are summoned (either pre-overlord lair spawns, post-overlord-emergence lair spawns, normal overlord summons, or deep gate spawn
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...t only the Warp Gate itself has it, but also the [[AI War:Alarm Post|Alarm Post]], the [[AI War:AI Eyes|AI Eyes]] and the mobile [[AI War:Warp Gate Guardia ...AI War:Missile Frigate|Missile Frigate]] and the [[AI War:Sentinel Frigate|Sentinel Frigate]]. If a wave targets a planet on which Human players have a warp de
    5 KB (878 words) - 14:09, 29 November 2016
  • [[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
  • ...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 * Additionally, there are now 5 different kinds of wormhole sentinel setups that are based around using tractor arrays and turrets, tesla turret
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...s after human fleets with its guards in tow, firing beam weapons.<br/>This post fires a Zenith Beam that can hit up to 20 targets in a line. ...ships along with whatever army it decides to take along with it. Sentinel guard posts shows up mostly at the AI homeworlds (which by then you would have ho
    1 KB (228 words) - 02:19, 16 June 2016
  • ...s, I guess? Except in this case, it's apparently free, special forces, or guard? How exactly does this work? * Guard
    4 KB (657 words) - 19:47, 1 February 2015
  • === 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
  • ...power costs have been decreased somewhat (to make defense somewhat easier post-shields). ** Alarm Post new visuals, prefab and LODs.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...| These massively-armored guard posts have practically no guns, but stand sentinel over wormholes that the AI controls. They are destroyed when the command s ...[[AI War:AI Types|AI Type]] replaces all wormhole guard posts with regular guard posts.
    1 KB (168 words) - 05:52, 10 July 2016
  • * Reduced tachyon for guard posts. ...as DZ or Nanos, often seen swarming ai planets, are capable of triggering guard posts to deploy and previously could not.
    112 KB (17,757 words) - 15:59, 27 April 2024
  • [[Starward Rogue:Post-1.0 Release Notes]] * Redid the post-file-select Main Menu screen.
    108 KB (18,595 words) - 17:35, 25 October 2018
  • **[[Wormhole Guard Post]]s **[[Tachyon Sentinel]]s
    4 KB (544 words) - 20:20, 15 May 2015
  • ...Spider Bots will just as easily stop that core [[AI_War:Raid Engine Guard Post|Raid-Engine]] wave as a mark-I wave. * 1000 - [[Sentinel Frigate]]s
    3 KB (453 words) - 12:16, 23 September 2017