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  • ...ge is mostly out of date. A more recent list of guard posts is available [[AI War:Guard Posts|here]]. ...Some guard posts allow AI reinforcements even if the warp gate and command station have been destroyed.
    8 KB (1,442 words) - 01:58, 17 June 2016
  • 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) - 18:47, 1 February 2015
  • ...n starting a new game. If you are a strong player (able to beat a Moderate AI at 8+) then this advice may not really applicable, though it may still be i ...it. Keep in mind that all this advice is imprecise; things like map type, ai type, your available ship lines, etc... can make a large difference. Anothe
    23 KB (4,003 words) - 16:01, 6 August 2022
  • ...r's bonus ship type), but no ships. They do not get a home planet command station, and they are dependent on whatever the existing game players choose to giv ...layers. It is also now possible to give away your last controlled command station.
    29 KB (4,906 words) - 12:40, 1 February 2015
  • -Capturable ships do not come under player control until a command station is finished being built (previously they came under control as soon as it s ...ts. This is in addition to the existing 50% chance when the enemy command station is lost.
    16 KB (2,780 words) - 10:51, 16 September 2017
  • '''Q:''' The first expansion to AI War, The Zenith Remnant, introduced a new class of ship called golems. Wha ...hese ancient war machines were left behind by an alien race known as the [[AI War:Zenith Aliens|Zenith]], and are hundreds of thousands of years out of r
    13 KB (2,356 words) - 09:42, 9 July 2016
  • :''For detail about the Hives themselves, see [[AI War:AI-Neinzul Hybrid]].'' Hybrid Hives are an optional AI Plot introduced in the [[AI War:Children of Neinzul|Children of Neinzul]] micro-expansion. They are co
    17 KB (2,871 words) - 10:31, 26 May 2015
  • -All of the bigger AI ships, like advanced research stations, are now immune to tractor beams and ...flowing to the player planets after a missile/starship has passed through AI planets.
    20 KB (3,494 words) - 12:39, 1 February 2015
  • ...he primary attack strategy it will use as defined by its [[AI War:AI_Types|AI Type]]. Plots are on a per-AI basis and can be enabled on one AI or enabled on both AIs.
    5 KB (869 words) - 02:23, 16 August 2016
  • ...s/1746490 Spire] kickstarter goal, and draw further inspiration from the [[AI War:What Is The Fallen Spire Minor Faction|Fallen Spire Minor Faction]] fro ...Relics Capture quests, a ton more city buildings, and more variety in the AI response. Also a number of minor factions have unique attributes that can o
    23 KB (4,043 words) - 13:00, 6 April 2022
  • Hybrid Hives are an optional AI Plot introduced in the [[AI War:Children of Neinzul|Children of Neinzul]] micro-expansion. They are co ...o the AI. The Hybrids have a much more aggressive outlook than the "main" AI and are much more "concerned" by your continued existence.
    17 KB (2,848 words) - 14:37, 1 February 2015
  • ...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) - 18:47, 1 February 2015
  • ...een completely overhauled for AI War. Previously, the home planets for the AI were always very similar to one another, and often they were something of a ...things were too centralized on a single unit on those planets: the AI home command stations. You had to destroy those, and that was really the only goal; ther
    6 KB (1,058 words) - 18:48, 1 February 2015
  • ...|| valign="top" | [[AI War:Metal Harvester|Metal Harvester]]<br/>Gathers [[AI War:Metal|Metal]]. ...valign="top" | [[AI War:Energy Collector|Energy Collector]]<br/>Gathers [[AI War:Energy|Energy]].
    3 KB (411 words) - 02:21, 26 August 2016
  • ...de that attempts to outline a reasonable overall strategy in AI War: Fleet Command. Edits, enhancements, clarifications and so forth are of course welcome by ...orials and the [http://www.arcengames.com/mediawiki/index.php?title=AI War:AI War Official Manual/FAQ]
    9 KB (1,491 words) - 07:41, 28 May 2016
  • ...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) - 05:16, 21 August 2016
  • ...ord.com/channels/240637654717300736/753611766046523572 discord channel for AI War 2 multiplayer]! * The host should have the most powerful CPU, as it runs a lot of background AI threads that are too time-consuming and long-running to run in the main sim
    0 members (0 subcategories, 0 files) - 13:54, 23 April 2022
  • [[AI War - Guardians]] ...s off. If you select Advanced Hybrids and not the base Hybrids plot for an AI player, once you start the game it will act as if you had checked both.
    13 KB (2,142 words) - 21:23, 4 December 2010
  • ...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) - 11:44, 27 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) - 12:39, 1 February 2015

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