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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

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