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  • ...en any type of entity, and some things are specific to only certain entity types (ships only, or shots only). So we're going to break it out like that, wit ===== AI-Only Ship Stuff =====
    50 KB (8,387 words) - 14:20, 21 May 2018
  • ...AI access to extra units, while others radically alter its behavior. Some types are so defense-oriented they don't even launch regular waves, while others Note that this is for AI War 2. This page is currently WIP; some AI types are missing
    10 KB (1,516 words) - 13:14, 13 June 2022
  • ...I War, players face off against the Neinzul minor factions, against new AI types in general, and enlist the help of the friendlier members of this new alien ...ated pack of velociraptors hunting you against the backdrop of the regular AI forces. For advanced players, the Hybrid Hives provide more cut-throat oppo
    17 KB (2,826 words) - 19:48, 1 February 2015
  • * Six new staircases of various types added in. ...he green fairies in the underground, and the new red fairies are among the harder minibosses in the game now.
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ...to defend a system without a FF protecting my base (you only get 15). The AI can always throw a few 100 guys through a gate at my once in a while and I ...certain map styles -- hubs and grid, for instance -- this can be very much harder. On others, like Vines, Trees, and Snake, it is trivially easy. Realistic
    8 KB (1,433 words) - 19:48, 1 February 2015
  • * Fixed an issue that could make it so that miniboss types still were not being seeded in every room. ...take up an abnormally large amount of your screen compared to other region types.
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ...d 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 game sta The following minor factions were added in AI War 3.0
    31 KB (5,110 words) - 15:35, 22 November 2018
  • Until this expansion, the only known aliens in the AI War universe were the Zenith. This micro-expansion introduces a new alien The base game of AI War includes 27 "bonus" ship classes beyond the base fighter, bomber, friga
    15 KB (2,373 words) - 19:47, 1 February 2015
  • == Fast Facts: A Crash Course On AI War 5.x == ...e caps cannot be increased. You will keep building even your weakest ship types all throughout the game, unlike most other RTS games, even as you add stron
    10 KB (1,822 words) - 19:49, 1 February 2015
  • [[AI War 2: Early Access Starts!]] ...I or Human types. Humans now have 500k shield points, down from 1000k, and AI now has 250k, down from 750k. Shield Guard Posts are now 80k.
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ==What Effect Do AI Progress Increases Have On The Game?== * The AI gains higher Mark and greater numbers of ships for waves, cross planet atta
    15 KB (2,573 words) - 15:05, 24 April 2015
  • * Fixed a very longstanding bug where the "list of normal bot types that could be spawned on this spot" used during mission mapgen was never be ...NG says GG by pumping all its levels into just one or two really nasty bot types.
    160 KB (26,781 words) - 17:21, 2 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. ...not cluster their reactors on their home planet, which will also make them harder (more interesting) to defend. Most existing savegames are likely to sudden
    16 KB (2,661 words) - 13:39, 1 February 2015
  • ...he "Hunter" and "Shark" AI plots. There are also new bonus ship types, AI types, map styles, core guard posts, guardians, core turret controllers, and more 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
  • ** These also do some worldbuilding explanations on the various types of mind farm participants and why they would show up, so that's nice. * Fixed the chat message log visibility time to be 15 seconds rather than 5. AI War 1 and 2 both use 10 seconds, but they pop things up more frequently.
    63 KB (10,632 words) - 10:14, 5 April 2024
  • ...o the player in act 1" to only apply to the player's lander territory; the AI can build next to other territories claimed later by the player. ...this rule during the per-turn check of under-construction buildings, so an AI building can no longer be cancelled by this rule after starting constructio
    59 KB (9,843 words) - 15:39, 19 November 2015
  • ...m AI War Classic, which did not take arguments (at first) and which also [[AI War:Cheats|just took specific phrases as cheats]]. If you happened to say ** Gain or lose the [number] amount of AI Progress
    22 KB (3,787 words) - 12:13, 9 August 2022
  • ...h AIs, whether the player has a positive handicap relative to the AIs, the AI modifiers, and all the other relevant start-game factors, multiplied times ...remember the last ship type that they were assigned by a player (human or AI) to kill. They will then adjust their targeting accordingly, preferring shi
    47 KB (7,691 words) - 11:53, 16 September 2017
  • * Fixed an issue with outdated text on the damage types still referring to color-pair oppositions, which were shifted months ago. ...rsight where the stats of the weapons were not actually showing the attack types that they would make available.
    97 KB (16,743 words) - 20:06, 28 May 2024
  • ...s.png|100px|left|Modular Fortress Command Station]] || valign="top" | Most AI command stations are relatively fragile targets. <br/>THIS command station ...} | [[Ammunition Types and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]]
    4 KB (551 words) - 15:37, 1 February 2015

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