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  • == Fleet Ships == ...d you start with. The AI starts with at least one bonus ship, or two bonus ships if the difficulty is 7 or above (See [[AI War:AI_Techs#Bonus_Ship_Types_For
    28 KB (4,216 words) - 11:40, 4 February 2017

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  • * Corrected the tooltips for the "Broken Golems - Hard" and the "Spirecraft - Hard" minor factions to not specifically state that the e ...ue) and divides it by 8. This number is then doubled on normal unit caps, and quadrupled on low caps. Anyway, the upshot should be less chance of small
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...hat would take a week or two at most, but wound up taking closer to four. And there are then after-effects for a while, on top of that. But the good new We also did a huge number of extensions to DLC1 (The Spire Rises), and a lot of work towards the releasing-after-this-phase DLC3 (The Neinzul Abys
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...upposed to last for about a month, but it wound up taking over four months and touching almost every aspect of the game. A more detailed writeup can be v The amount of refinement and polish in this phase was also really intense, and the final product is something we're super proud of.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Between 4.021 and 5.000, we pushed out 53 distinct public beta releases over 91 days. That's * Community contributors assisted us with over 680 distinct bugs and suggestions-that-were-implemented (counting 133 distinct contributors).
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...ructure the code of the game to really get rid of a TON of annoying things and things that slowed down the simulation or made networking have issues, or o ...e, Chris) on bugfixing, finishing multiplayer, finishing my parts of DLC2, and finishing the last of the kickstarter obligations.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • [[AI War 2: Pre-And-Post Launch Polish]] ...er areas of the game at the same time. Finally implementing the new lobby and how a lot of that works, for instance. So a whole bunch of great things ha
    278 KB (47,062 words) - 16:30, 11 October 2019
  • * Patch notes for game version 6.001 and up can be found at [[AI War:Current_Post-6.000_Beta|Current Post 6.000 Beta ** Thanks to Cinth and Toranth for the report.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...updates to the game, to the point that these release notes became too long and a successor page was created in order to keep the length down. ...we are undoing that scaling tweak and going through adjusting line grants and nudging more powerful lines down a bit. This is likely to impact saved game
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...order to avoid that feeling elsewhere, but the passive shifts to attitude and influence were never slowed to match. Now they are! ** Pity and inverted pity
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...f Tidalis's development happening in the middle (it was released July 16), AND a signficant period with no public releases while we ported AI War from .NE * Community contributors assisted us with over 800 distinct bugs and suggestions-that-were-implemented (counting 95 distinct contributors).
    183 KB (30,714 words) - 11:55, 16 September 2017
  • [[AI War 2: Interlude And Refinement]] ...f glitches to report to us. It was a really useful period in that regard, and by the end of it the alpha was in a stable enough status that we did get so
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...mount of fun thinking-about-interesting-challenges you do during gameplay, and so on. ...also of course still a ton more polish and bugfixing that we accomplished, and the lobby redo finally happened.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...hase 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 e ** Thanks to Bummeri and others for being patient while we implemented this.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...a major UI overhaul for attractiveness and theming, and the number of mods and ease of using them rose quite a lot. * Fix a typo that was causing tons of raid frigates in ARSs and flagships.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Improved auto-gather logic to avoid science ships bouncing around. * Fixed bug where roaming enclaves and preservation wardens would sometimes be given orders by generic minor facti
    151 KB (24,808 words) - 19:48, 1 February 2015
  • AI War 5.0 - 6.0 spanned from Feb. 15th, 2011 through Oct. 18th, 2012 and it was full of some HUGE changes! 895 distinct changes were made as part o ...and 5.0. So that's certainly a good reason to have such huge patch notes and so many changes!
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...we had the first expansion under our belt, and the game was feeling large and solid at the equivalent of "first AI War plus four expansions," we were rea ...data for savegames and for multiplayer messages, to keep network bandwidth and processing low while allowing us to pass around the massive amounts of data
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...e tab to the Input Bindings screen; it's just a static listing of controls and cannot be edited, but it is necessary for completeness. ...dians on a few planets, and accounting for the new-style AI home planets. And a few other goodies, like adding in a fabricator for the players to capture
    165 KB (27,263 words) - 19:48, 1 February 2015
  • -The Leech Starship has all-new graphics, and the Raid Starship graphics have been much improved. -The graphics for the colony ships and transports have been majorly updated, and those units are also now larger than before.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...ward multiplayer, the first expansion (released at the end of this phase), and an unexpected ton of AI improvements. ** Thanks to Astilious, NRSirLimbo, Sigma7 and others for reporting
    186 KB (31,438 words) - 17:26, 13 July 2020

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