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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

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