Search results

Jump to navigation Jump to search
  • ...le of mounting a variety of weapon modules. Those modules are produced by the ship itself.<br/> The Destroyer has 2 Small, 2 Medium and 1 Large(Forcefield) module slot.
    11 KB (1,230 words) - 20:42, 1 March 2012
  • ...ve a maximum amount of damage they can do to a single target.<br/>Finally, the explosion of this warhead is so violent that no salvage is left for recover ...AI War:Warheads|Warhead]]. Specifically, it increases [[AI War:AI Progress|AI Progress]] by 2/4/6 (Mk. I/II/III) when destroyed.
    5 KB (581 words) - 14:58, 24 January 2018
  • ...le of mounting a variety of weapon modules. Those modules are produced by the ship itself.<br/> Due to the difficulty of operating large Spire ships in our galaxy, these require rese
    16 KB (1,520 words) - 17:55, 27 February 2013
  • ...le of mounting a variety of weapon modules. Those modules are produced by the ship itself.<br/> Due to the difficulty of operating large Spire ships in our galaxy, these require rese
    17 KB (1,924 words) - 22:42, 1 March 2012
  • ...le of mounting a variety of weapon modules. Those modules are produced by the ship itself.<br/> The Cruiser has 2 eXtra-Small, 2 Small, 2 Medium, 2 Large and 1 eXtra-Large(For
    14 KB (1,619 words) - 20:41, 1 March 2012
  • <big>'''How To Use Preferred Targets To Make Up For Deficiencies In Your Ship Mix'''</b ...ps that are best equipped to attack the shuttles won't do so until late in the battle. Are they choosing targets at random, or what? Ships also don't se
    4 KB (753 words) - 19:49, 1 February 2015
  • ...://www.arcengames.com/forums/index.php/board,24.0.html dedicated board] in the Arcen Games forums. ...resent.3F|AI Progress]], a measure of the strength of the AIs' response to the player(s).
    4 KB (585 words) - 15:37, 1 February 2015
  • ...lly the maximum total possible that this device can deliver (regardless of the number of targets in range). ...AI War:Warheads|Warhead]]. Specifically, it increases [[AI War:AI Progress|AI Progress]] by 1/2/3 (Mk. I/II/III) when destroyed.
    5 KB (525 words) - 14:58, 24 January 2018
  • ...t is to their destruction, and represent an overall variable difficulty of the game. * Destroying an [[AI War:AI Warp Gate|AI Warp Gate]]: '''+5'''
    3 KB (550 words) - 13:51, 21 October 2016
  • ...ing a moderate amount of metal, but the [[AI Progress]] will go up by 5 if the city is destroyed. Produces 50 [[AI War:Metal|Metal]].
    2 KB (197 words) - 17:33, 25 April 2015
  • ...r energy produced as a byproduct of their freeze chambers.<br/>Increases [[AI Progress]] by 1 when destroyed. Produces 400 [[Energy]]. ...Effects, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Force Fields, || {{AlgCtr}} |
    2 KB (232 words) - 06:50, 25 April 2015
  • ...how to improve both yourself and your settlement so that you can take down the overlord. For details, see [[Valley 1:What_Genre_Is_This,_Anyway%3F|What G ...ions, But Were Afraid To Ask|Missions]] are the crux of how you advance in the game.'''
    10 KB (1,801 words) - 19:51, 1 February 2015
  • <big>'''How Do I Defend My Ever-Expanding Fronts?'''</big> ...p of enemy ships before they blow the tractor turrets away. Then there is the problem of ships that ignore tractor beams and will just own your command s
    8 KB (1,433 words) - 19:48, 1 February 2015
  • ...teleporting ships face. On planets with a higher mark than the jumpship, the jumpship expires in about twenty seconds, however.<br/>Spirecraft are built Mark V jumpships (and only Mark V) are immune to [[AI War:Black Hole Machine|Black Hole Machines]] (new in [[AI_War:Current_Post-
    8 KB (1,023 words) - 13:18, 28 October 2017
  • This is for alpha testing for The Neinzul Abyss. I'm using this to keep patch notes. ...s/structures. Your units practice necromancy that allows them to resurrect the ships they kill.
    19 KB (2,923 words) - 20:21, 22 August 2021
  • ...Scout]] || valign="top" | Unarmed, [[AI War:Cloaking|cloaked]] ship with [[AI War:Intel|Intel]] gathering ability. The Mark IV version is immune to Tachyon Beams.
    1 KB (203 words) - 13:51, 29 October 2018
  • ...sense of those things that are defined in xml and new in version 2.040 of the game and further? If so, click that link. Those are what you should be us ...those are... less robust. The journal entries that we're referring to at the above link is instead like uncovering little wiki entries, almost, that sho
    9 KB (1,517 words) - 16:19, 7 May 2020
  • The '''Threat''' is constituted by all the AI ships free to attack Humans as they see an opportunity. ...st is a more coherent fleet of free ships with a behavior similar to the [[AI War:Special Forces|Special Forces]], doing pressure and invasions instead o
    3 KB (473 words) - 03:42, 25 August 2016
  • ...hredders of a specific level than the natural ship cap on a single planet, the build points required to replicate will increase exponentially. == How to use in your fleet ==
    2 KB (366 words) - 13:38, 1 October 2017
  • ...obile for a full reload cycle before it can fire. When it fires, however, the enemy will feel it. ...eld (or forcefields near that forcefield) with 6.25% of the damage done to the forcefield.
    2 KB (389 words) - 15:17, 21 October 2018

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)