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  • :''For detail about the Hives themselves, see [[AI War:AI-Neinzul Hybrid]].'' The features described here are still in development and this wiki page will pr
    17 KB (2,871 words) - 11:31, 26 May 2015
  • 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) - 15:37, 1 February 2015
  • ==Why Does The Human Player Always Have The "Tempo?"== ...ade the AI play by different rules to the player. Much of this works, but the bit that I think is a bold red, font 100 minus is what seems to me could on
    10 KB (1,936 words) - 19:48, 1 February 2015
  • == Fast Facts: A Crash Course On AI War 5.x == ...ou do just that (and will be refined over time and probably become part of the manual eventually).
    10 KB (1,822 words) - 19:49, 1 February 2015
  • ...want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]]. == How The Fallen Spire Campaign Really Works ==
    11 KB (1,779 words) - 14:03, 1 February 2015
  • == A Note To Players from AI War Classic == ...game (note that metal is discussed on that page but not counted as one of the 8 basic stats).
    18 KB (3,012 words) - 21:16, 7 August 2022
  • <big>'''How Does The AI Think?'''</big> ...why the current system makes for good gameplay, but if I were playing the AI side I would win in under 5 minutes.
    7 KB (1,278 words) - 13:44, 1 February 2015
  • ...t only carry cargo from planet to planet, but over time they contribute to AI construction efforts that can be very dangerous in their own right. ...g various problems for the human forces depending on the type of trains in the convoy. Note that Astrotrains do not have a direct attack themselves, they
    12 KB (1,903 words) - 14:24, 17 January 2017
  • ...is given directly in numbers, so the armor value is simply subtracted from the attack damage.<br/> ...damage shot will always do at least 200 damage, regardless of the armor of the target struck.<br/>
    6 KB (974 words) - 13:18, 24 February 2015
  • == The Scourge == ...1762476 Nemesis] kickstarter goal, and draw further inspiration from the [[AI War:Hybrid Hives|Hybrids]] from AIWC.
    11 KB (1,818 words) - 00:48, 30 September 2020
  • This is for alpha testing for The Neinzul Abyss. I'm using this to keep patch notes. ...s/structures. Your units practice necromancy that allows them to resurrect the ships they kill.
    19 KB (2,923 words) - 20:21, 22 August 2021
  • =What exactly is added in the Ancient Shadows expansion?= ...einzul, and Spire splinter factions. There are also new bonus ship types, AI types, map styles, core guard posts, modular fortresses, a new minor factio
    9 KB (1,324 words) - 20:04, 6 August 2020
  • * Exogalactic Strikeforces are special attacks sent by the main AI command in the other galaxy. ...Spire campaign, and the special defense forces spawned on AI Homeworlds in the Fallen Spire campaign.
    5 KB (858 words) - 00:33, 8 March 2015
  • ...th targets, crashing into them for extreme damage and destroying itself in the process. Unable to hit smaller ships.<br/>Spirecraft are built from a [[Sp ...Boosts, Armor Boosts, Speed Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, Being Insta-Killed,
    5 KB (534 words) - 02:15, 8 October 2016
  • ...t is to their destruction, and represent an overall variable difficulty of the game. * Destroying an [[AI War:AI Warp Gate|AI Warp Gate]]: '''+5'''
    3 KB (550 words) - 13:51, 21 October 2016
  • ...s.png|100px|left|Modular Fortress Command Station]] || valign="top" | Most AI command stations are relatively fragile targets. <br/>THIS command station ...d Boosts, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs || {{AlgC
    4 KB (551 words) - 15:37, 1 February 2015
  • This unit is a [[AI War:Fortresses|Fortress]] and shares some perks with the other types. Unlike normal Fortresses, these do not require [[AI War:Supply|Supply]] and are not disabled by lack of it.
    5 KB (616 words) - 07:31, 27 July 2016
  • <big>'''How Do I Defend My Ever-Expanding Fronts?'''</big> ...p of enemy ships before they blow the tractor turrets away. Then there is the problem of ships that ignore tractor beams and will just own your command s
    8 KB (1,433 words) - 19:48, 1 February 2015
  • ...how to improve both yourself and your settlement so that you can take down the overlord. For details, see [[Valley 1:What_Genre_Is_This,_Anyway%3F|What G ...ions, But Were Afraid To Ask|Missions]] are the crux of how you advance in the game.'''
    10 KB (1,801 words) - 19:51, 1 February 2015
  • ...ss Planet Attack even though it is still counting down until it will loose the CPA at you. == How to counter when in the AI fleet ==
    3 KB (461 words) - 09:50, 9 July 2016

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