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  • * 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
  • ...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
  • There are currently four resources used in AI War 2 currently, and here they are all explained a bit more in depth. ...that this section is currently written assuming you are using the command station centred economy option, which is the default setting in the default campaig
    6 KB (1,035 words) - 12:19, 26 April 2022
  • ...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
  • ...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
  • ...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
  • ...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
  • ** There's more that needs to be done here, but the AI model will need some reworking before that's possible, and there's not room ...titles, as we're slammed right now. And for some of the older titles like AI War, we'll also have to do a unity engine upgrade in order to add linux sup
    402 KB (68,779 words) - 12:25, 31 January 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
  • ...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
  • ...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
  • ...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
  • ...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
  • ...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
  • ...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) - 08:41, 28 May 2016
  • '''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) - 10:42, 9 July 2016
  • ...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
  • ...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) - 03:23, 16 August 2016
  • ...|| 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) - 03:21, 26 August 2016
  • * [[AI War:Energy Collector|Energy collector]] produces 150,000 energy but is limi * [[AI War:Matter Converter|Matter Converter]] produces 50,000 energy but consume
    2 KB (327 words) - 06:30, 21 August 2016

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