Difference between revisions of "AI War:Base "Fleet Command" Game Features"
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== Bonus Ship Classes == | == Bonus Ship Classes == | ||
− | + | The base game of AI War includes 25 "bonus" ship classes beyond the base fighter, bomber, frigate, scout quartet (see above) that is in every game. Here is a list of them, along with what makes each one unique: | |
+ | |||
+ | |||
+ | * '''Tachyon MicroFighters''' (I-IV variants) | ||
+ | ** | ||
+ | * '''Raiders''' (I-IV and Core variants) | ||
+ | ** | ||
+ | * '''Parasites''' (I-IV and Core variants) | ||
+ | ** | ||
+ | * '''Vampire Claws''' (I-IV and Core variants) | ||
+ | ** | ||
+ | * '''Raptors''' (I-IV and Core variants) | ||
+ | ** | ||
+ | * '''Raptors''' (I-IV and Core variants) | ||
+ | ** | ||
+ | * '''Snipers''' (I-IV variants) | ||
+ | ** | ||
+ | * '''Raptors''' (I-IV and Core variants) | ||
+ | ** | ||
== Starships == | == Starships == |
Revision as of 20:17, 6 May 2010
Contents
What exactly are the features in the base game of AI War?
A: This topic is something of a moving target, as new features are added all the time in terms of free DLC, etc. This listing is current as of version 3.120 of the game.
Please bear in mind that this is also not even going to make an attempt to list all of the interface features, all of the facets of the AI, all of the possible activities, etc -- that would be an absolutely gargantuan task, and the rest of the wiki makes that pretty clear. Instead, the idea of this topic is to provide a reference for things like AI types, map styles, ship types, etc, which are easily to enumerate. It thus provides something of a referent point for comparison to expansion additions, for instance, or just serves as a plain old reference if you want to look up certain types of information
Basic Ship Classes
Coming soon.
Bonus Ship Classes
The base game of AI War includes 25 "bonus" ship classes beyond the base fighter, bomber, frigate, scout quartet (see above) that is in every game. Here is a list of them, along with what makes each one unique:
- Tachyon MicroFighters (I-IV variants)
- Raiders (I-IV and Core variants)
- Parasites (I-IV and Core variants)
- Vampire Claws (I-IV and Core variants)
- Raptors (I-IV and Core variants)
- Raptors (I-IV and Core variants)
- Snipers (I-IV variants)
- Raptors (I-IV and Core variants)
Starships
Coming soon.
Directly-Constructed Ships
Economic Ships
Coming soon.
Command Stations
Coming soon.
Defensive Ships
Coming soon.
Turrets Ships
Coming soon.
AI Types
The following 26 AI types are included in the base game.
Easier
- Entrenched Homeworlder
- Planets are heavily defended, and they do moderate attacks on the players.
- Unique Units: Captive Human Settlements
- Fortress Baron
- Planets are mostly moderately defended, but the core planets are incredibly heavily defended, and they do moderate attacks on the players.
- Unique Units: SuperFortress
- Sledge Hammer
- Waves slam into one player planet after another, with potentially fatal effect.
- Turtle
- Planets are all very-to-incredibly heavily defended, but they do no waves against the players (Cross Planet Attacks and border aggression still happen).
- Train Master
- Uses many, many astro trains.
- Extra Units: Double the normal number of astro trains.
- Mine Enthusiast
- Planets are all moderately defended, but are heavily booby-trapped with mines.
- The Tank
- Planets are all lightly defended, and they do slightly heavier-than-average attacks on the players.
- Extra Units: Has tanks and armor ships from the start, as well as whatever other ships they might unlock.
Moderate
- Vicious Raider
- Planets are all moderately defended, and they do heavy attacks on the players.
- Extra Units: Has raider ships from the start, as well as whatever other ships they might unlock.
- Mad Bomber
- Non-core planets are all very lightly defended, but does extremely brutal attacks on the players.
- Unique Units: Bomber Starships
- Feeding Parasite
- Uses parasite raids almost exclusively (which can be highly damaging).
- Extra Units: Has all parasite ships from the start, as well as whatever other ships they might unlock.
- Stealth Master
- Uses stealth raids almost exclusively (which can be highly disconcerting).
- Extra Units: Has all ships with cloaking from the start, as well as whatever other ships they might unlock.
- Counter Spy
- Planets are heavily defended, and advanced scouting is almost impossible because of the counter spy defenses on each planet, which insta-kill all cloaked ships.
- Unique Units: Counter Spy
- Teleporter Turtle
- Planets are all very-to-incredibly heavily defended, but they do no waves against the players (Cross Planet Attacks and border aggression still happen). Specializes in teleporting ships, which are particularly powerful in defensive postures.
- Extra Units: Has all ships with teleportation from the start, as well as whatever other ships they might unlock.
- Backdoor Hacker
- Planets are all moderately defended, and they have a permanent path into each player's home planet (so creating the usual defensive perimeters won't work).
- Extra Units: Has a permanent Exo-Galaxy Wormhole on each player's home planet.
- Assassin
- Planets are all moderately defended, and they harass the strongest player with prejudice.
- Bully
- Planets are all moderately defended, and they harass the weakest player with prejudice.
Harder
- Attritioner
- Planets are all moderately defended, except that each one has an Attrition Emitter, which drains the health of any human ships in the system. Does heavy attacks on the players.
- Unique Units: Attrition Emitter
- Scorched Earth
- Heavily defended planets. Whenever it loses control of a planet, it destroys that planet and all the resources there. Ships will survive.
- Shadow Master
- Like the Stealth Master, except every planet is equipped with a powerful device that keeps all ships permanently cloaked, even when firing, even if they wouldn't normally have cloaking. The only sign of this enemy is the device itself, which can be difficult to reach what with all the invisible enemies firing at you from the nether.
- Unique Units: Planetary Cloaker
- Extra Units: Has all ships with cloaking from the start, as well as whatever other ships they might unlock.
- Special Forces Captain
- Only has special forces guard posts -- no regular guard posts. This makes for a tremendous number of ships patrolling around the map at any given time.
Technologist
- Technologist Homeworlder
- Like the Entrenched Homeworlder, except the enemy uses only the highest-technologies right from the start (these are quite a formidable foe).
- Unique Units: Captive Human Settlements
- Technologist Raider
- Like the Vicious Raider, except the enemy uses only the highest-technologies right from the start (these are quite a formidable foe).
- Extra Units: Has raider ships from the start, as well as whatever other ships they might unlock.
- Technologist Sledge
- Like the Sledge Hammer, except the enemy uses only the highest-technologies right from the start (these are quite a formidable foe).
- Technologist Turtle
- Like the Turtle, except the enemy uses only the highest-technolgies right from the start (these are quite a formidable foe).
- Technologist Parasite
- Like the Feeding Parasite, except the enemy uses only the highest-technologies right from the start (these are quite a formidable foe).
- Extra Units: Has all parasite ships from the start, as well as whatever other ships they might unlock.
- The Core
- Planets are all lightly defended in terms of the number of ships at each, but all ships of this AI are deadly Mark V/Core ships.
Randoms
Normally when you choose a random AI type you cannot see which type was actually chosen until the game ends. However, there is an AI Modifier in the lobby that allows you to make them visible from the start, but still chosen at random. You can also use the disabledaitypes.txt? file to exclude specific AI types from being chosen (if you've already played them, say, and are trying to work your way at random through the whole list -- or if you simply don't like a specific type of AI).
- Random Easier
- Chooses one of the easier AI types at random.
- Random Moderate
- Chooses one of the moderate AI types at random.
- Random Moderate/Easier
- Chooses one of the easier or moderate AI types at random.
- Random Harder
- Chooses one of the harder AI types at random (technologist AI types are all considered harder, so this includes them).
- Random Harder Non-Technologist
- Chooses one of the harder AI types at random, but specifically excluding any of the technologist types.
- Random All
- Chooses one of AI types at random.
- Random All Non-Technologist
- Chooses one of AI types at random, but specifically excluding any of the technologist types.
Minor Factions
Minor Factions are a pretty hefty topic, so they are covered in way more depth on the Minor Factions wiki page. Here's a list of the ones added as part of the base game, though:
- Human Resistance Fighters, which occasionally show up to help the player against AI planets.
- Human Marauders, which occasionally show up at player or AI planets during large fights to attack both parties.
- Human Rebelling Colonies, which occasionally call for aid -- rewarding the human players with income and new ships if they answer, or causing an AI Progress increase if the rebel colony perishes.
AI Plots
AI plots can be enabled through the lobby, and provide varied endgame scenarios.
- Avenger
- An avenger space station spawns on the death of the core command station of the AI with the avenger plot turned on. The Avenger is incredibly powerful, and will go straight for human home command stations.
Map Styles
The following map styles are included in the base game:
- Realistic
- Connections between planets are much more complex, as real wormhole networks would more likely be.
- This mode tends to create more interesting maps, but the visual complexity of them can be intimidating to new players.
- Connections between planets are much more complex, as real wormhole networks would more likely be.
- Realistic - Hubs
- Connections between planets are complex and plentiful.
- Simple
- Connections between planets are simpler and easier to see.
- This is the recommended mode for new players, but it will result in fewer unique maps.
- Connections between planets are simpler and easier to see.
- Simple - Hubs
- Connections between planets are simpler and easier to see, but very plentiful.
Music Tracks
In all, there is over 50 minutes of music in the base game. The specific tracks are:
- Special Tracks
- Title Theme
- Victory
- Defeat
- During-play tracks:
- Energy Storm
- Intro
- Marisa
- Metal
- Odyssey
- Smooth
- Spike
- Thor Variation
- Thor
- Thor is currently replaced by Energy Storm -- will be making a remastered reappearance in the future.
- Variation 1
- Warp
Miscellaneous
- There are a goodly number of cheats, enumerated on the cheats page.
- Local high scoreboards, or Steam leaderboards if you're using the Steam version of the game.
- 132 achievements, either for local use or for via Steam if you're using the Steam version of the game.