Difference between revisions of "AI War:Player Help Section"

From Arcen Wiki
Jump to navigation Jump to search
Line 9: Line 9:
  
 
Normally a human command station provides supply to the system it is in and all systems adjacent to it, but there are a few special circumstances that can cause systems to lose supply:
 
Normally a human command station provides supply to the system it is in and all systems adjacent to it, but there are a few special circumstances that can cause systems to lose supply:
*A [[Co-Processor]] will block supply in its system until it dies.
+
*A [[Co-Processor]] blocks supply in its system until it dies.
*The [[Nuclear Warhead]]s, [[Mining Golem]]s, and similar will permanently render a system out of supply.
+
*[[Nuclear Warhead]]s, [[Mining Golem]]s, and similar will permanently render a system out of supply.
  
 
{{AIWarRefNav}}
 
{{AIWarRefNav}}

Revision as of 22:20, 6 March 2015

This is the page for player submitted questions where they have gotten stuck. By collection these in one place it will hopefully help players in the future with the roadblocks they encounter. Note that this page will be significantly less structured then other pages. For now, just add each question to the end of the page.

Fortress

A common stumbling block is the Fortress. However, note the 0.01 Polycrystal attack modifier. Essentially, anything with a polycrystal hull a fortress is unable to kill so send your Bombers and any other ships you have in that game with polycrystal after it and it will eventually die. Note that depending on the Mark of the fortress and what other AI ships are around to help the fortress out you may have to send multiple waves of bombers after it.

No Supply

Normally a human command station provides supply to the system it is in and all systems adjacent to it, but there are a few special circumstances that can cause systems to lose supply:




AI War Navigation Reference
AI War:Wiki Home - AI War:Reference Section - AI War:Strategies Section
Version History Version 2.000Version 3.000Version 4.000Version 5.000Version 6.000Versions 6.00Beta - 7.00Versions 7.00Beta - 8.00Versions 8.00+
Game Content AI War:Base GameExpansion 1: The Zenith RemnantExpansion 2: Children of Neinzul
Expansion 3: Light of the SpireExpansion 4: Ancient ShadowsExpansion 5: Vengeance of the MachineExpansion 6: Destroyer of Worlds
Getting Started User Interface and ControlsNew Game OptionsTutorial WalkthroughGame Objectives (What do I do next?)How the AI Attacks You (AI Progress, Waves and Threat)I'm stuck! Help? (Player submitted questions)
Enemy AI Types and AI Plots AI Opponent Types: (Easier - Moderate - Harder - Technologist) ♦ AI Plots: (Avenger - Hybrid Hives - Advanced Hybrids - Astro Trains - Beachheads - Hunter - Shark-A - Shark-B - Counter Posts - Warp Relays - Preemption)
Minor Factions Human MaraudersHuman Resistance FightersHuman Colony RebellionsZenith TradersZenith MinersZenith Dyson SphereZenith DevourerBroken Golems (Easy) (Moderate) (Hard)Botnet Golem (Easy) (Moderate) (Hard)Neinzul Rocketry CorpsNeinzul Preservation WardensNeinzul Roaming EnclavesFallen SpireSpire Civilian LeadersSpirecraft (Easy) (Moderate) (Hard)Dark SpireAlt Champion ProgressAlt Champion NemesisShowdown DevicesNomad PlanetsExodian Blade
Ships and Structures Fleet ShipsStarshipsSpirecraftTurretsGuardiansGuard PostsMilitary StructuresEconomic StructuresGolemsWarheadsAstroTrains
Combat Mechanics Ammunition TypesShip ImmunitiesShip AbilitiesHull TypesAttack MultipliersArmor (Overall Damage Calculations)Engines and Speed (including Tractor Beams and Gravity Effects)Force Field InteractionsCloaking and Tachyon Beams(Stealth)Capturing Ships and Structures (& Reclamation)Strategic reserve
Economic Mechanics Crystal and Metal HarvestingEnergy GenerationScience and Knowledge and Hacking the AIBuild Time and Constructors (including Repair)
Miscellaneous Map seeds of interestGlossary