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  • ...] || valign="top" | For the Core variant of this structure that appears on AI Homeworlds, see [[Raid Eye (Core)]].<br/> ...it dies automatically with the last such guard post. When fully charged, the Raid Eye will trigger an attack wave.
    2 KB (322 words) - 08:59, 17 August 2016
  • ...] || valign="top" | For the Core variant of this structure that appears on AI Homeworlds, see [[Translocating Eye (Core)]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.
    2 KB (332 words) - 09:00, 17 August 2016
  • ...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
  • ...] || valign="top" | For the Core variant of this structure that appears on AI Homeworlds, see [[Plasma Eye (Core)]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.
    2 KB (318 words) - 09:01, 17 August 2016
  • ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post. ...ampening, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Force Fields, Being Insta-Killed, EMPs || {{AlgCtr}} |
    2 KB (331 words) - 08:59, 17 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
  • ...enith Ships that will spawn when the reserve is destroyed.<br/>Increases [[AI Progress]] by 1/2/3/4/5 (Mk. I/II/III/IV/V) when destroyed. ...r}} | Sniper Shots, Minor Electric Ammo, Attrition, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, Being Insta-Killed |
    3 KB (464 words) - 09:29, 17 August 2016
  • ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post. ...ampening, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, Being Insta-Killed,
    2 KB (304 words) - 08:58, 17 August 2016
  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Sentry Eye]].<br/> ...pecifically, the AI Eyes make sure that your ships only ever outnumber the AI ships 2:1. Spawned ships are zombie bots, which are overly aggressive as w
    2 KB (335 words) - 01:06, 25 February 2013
  • ...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
  • ...cost beyond the health of the golem. The regeneration function stops when the golem drops to 10% health or lower. ...used by the AI (as part of the Golemite [[AI War:AI Type|AI Type]] or an [[AI War:Exogalactic Strikeforce|Exogalactic Strikeforce]]), it has 50% of its n
    3 KB (419 words) - 09:36, 21 July 2016
  • ...y are both enabled at Hard difficulty. The Botnet Golem's weapon is called the Insanity Inducer, a smaller version of which can be used by Shadow Vessels/ ...t Golems constructed by the [[AI War:AI Types|Golemite AI Type]] have half the normal health.
    3 KB (383 words) - 00:05, 25 October 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
  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Translocating Eye]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.<br/>
    3 KB (328 words) - 01:25, 25 February 2013
  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Raid Eye]].<br/> ...it dies automatically with the last such guard post. When fully charged, the Raid Eye will trigger an attack wave.<br/>
    2 KB (316 words) - 01:19, 25 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
  • ...the AI's [[AI Attack Methods|Standard Waves]] will spawn.<br/>Increases [[AI Progress]] by 5 when destroyed.<br/><br/> ...p]] during the game, however these additional Warp Gates will not increase the AIP when destroyed.
    2 KB (239 words) - 18:23, 28 February 2013
  • ...ps on the current planet; they cannot be directly controlled, cannot leave the current planet, and lose health slowly over 3 minutes. The Golemite [[AI War:AI Type|AI Type]] doesn't use that kind of golem.
    4 KB (545 words) - 09:35, 21 July 2016
  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Plasma Eye]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.<br/>
    2 KB (314 words) - 01:13, 25 February 2013

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