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  • ...e center of the planetary area. Now those ships will appear at one of the command posts, or the ship that is providing the reinforce ability. ...Also, wormhole reinforcements in general have been toned down a bit until AI difficulty 8.
    18 KB (3,048 words) - 19:47, 1 February 2015
  • If you'd rather discover the details yourself but want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]] ...r phases. It's more of a "showdown" style confrontation with the AI. The AI knows that it needs to stop you _before_ you can build up your true strengt
    30 KB (5,095 words) - 15:36, 22 December 2016
  • -The metal/crystal production of command stations (all varieties) has been very significantly increased, making thos ...have been increased a corresponding amount to the production of the other command stations.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...bled in any combination with each other, and in combination with the usual AI types, plots and map styles. These minor factions exist on planets from ga The following minor factions were added in AI War 3.0
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ...ays two of them in each game and the ultimate objective is to destroy both command stations. ...ap, an AI Homeworld has a bigger star and a larger halo (white or red if [[AI War:Alert|alerted]]).
    2 KB (374 words) - 17:40, 26 October 2016
  • ...und in the 6journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Xenoarchaeology, Home Command
    7 KB (1,090 words) - 12:44, 27 February 2015
  • * The various "foward" buildings of the AI have largely been removed or condensed, and in a few cases renamed. These * Repairs now cost 50 crowns per 1 health repaired, for both players and AI, and is filed under a new accounting record type for Repairs.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...one bonus ship, or two bonus ships if the difficulty is 7 or above (See [[AI War:AI_Techs#Bonus_Ship_Types_For_AI|here]] for more details.) ...Bomber|Bombers]] beats [[AI War:Missile Frigate|Missile Frigates]] beats [[AI War:Fighter|Fighters]]:
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ...s out. There is no 'limit' to the amount of Metal available in any game of AI War, though players will only be able to stockpile a limited amount of Meta Most ships and structures may be [[AI War:Scrap|scrapped]] to get a percentage of their metal cost.
    4 KB (663 words) - 06:16, 21 August 2016
  • ...ships and defenses it is able to use against you. Some types only give the AI access to extra units, while others radically alter its behavior. Some type ...difficult, because where the two types would conflict with each other the AI always takes whatever would benefit it the most. For example, a Turtle/Mad
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ...ost AI command stations are relatively fragile targets. <br/>THIS command station is something else. <br/>It is big. It is modular. And it is not happy.<b = Modular Fortress Command Station=
    4 KB (551 words) - 15:37, 1 February 2015
  • * Now after a scout station has no more unexplored tiles in range it shuts off, with the "nothing to do * Police station balance:
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ...ur intent was to kill the remaining scary warp gates and leave the orbital command posts. '''Q:''' I find it very difficult to feel confident in the security of my home planet -- too many enemy ships keep showing up, and some of them get past m
    4 KB (687 words) - 14:10, 1 February 2015
  • ...tain is a lot more difficult now. It has been promoted to now be a HARDER AI type instead of a MODERATE one. ...lanet. This will encourage players to not cluster their reactors on their home planet, which will also make them harder (more interesting) to defend. Mos
    16 KB (2,661 words) - 13:39, 1 February 2015
  • ...und in the 6journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Space Telemetry Lab, Home Command
    12 KB (2,083 words) - 12:46, 27 February 2015
  • ...things of that sort. These graphs are only relevant for human players, so AI players are not included on them. Additional metrics may be added for trac -AI Home planets now show up as Tech V in the galaxy map.
    22 KB (3,797 words) - 13:38, 1 February 2015
  • ...ets]] are not as affected by this penalty and only do 25% less damage.<br/>AI Force Fields and Force Fields mounted as modules on other units are better == AI Force Field ==
    4 KB (605 words) - 00:13, 9 December 2013
  • ...esources like hacking or knowledge. This value represent how concerned the AI is about humans, how dedicated it is to their destruction, and represent an * Destroying an [[AI War:AI Warp Gate|AI Warp Gate]]: '''+5'''
    3 KB (550 words) - 13:51, 21 October 2016
  • ...s must be controlled by the humans (with a [[Command Station|Human Command Station]] built) before it can be damaged.<br/> ...the same time and can be found on the <b>Ships</b> page rather then the <b>AI Plots</b> page in the [[Game Lobby]].<br/>
    3 KB (488 words) - 15:08, 5 August 2015
  • ...d the "Hunter" and "Shark" AI plots. There are also new bonus ship types, AI types, map styles, core guard posts, guardians, core turret controllers, an Now you may optionally assign a secondary type to each of the two AI players so you can see what it's like to play against a Speed-Racer/Thief a
    14 KB (2,253 words) - 20:05, 6 August 2020

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