AI War:AI Types

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AI Opponent Types by Expansion

Base Game AI Types

Zenith Remnant Added AI Types

Children of Neinzul Added AI Types

Light of the Spire Added AI Types


AI Opponent Types by Difficulty

Easier

This is a draft table format on a re-formatting of many pages. Please comment in the forums on how it looks because I wish to make a standard class or template for the site.
AI Name Wave & Reinforce
Multipliers
Unique Unlocks Description
Entrenched Homeworlder 1.00 1.00 On many planets: Captive Human Settlements Planets are heavily defended, and they do moderate attacks on the players.
Fortress Baron 1.00 1.00 On many planets: Fortresses

On some planets: SuperFortresses

Planets are mostly moderately defended, but the core planets are incredibly heavily defended, and they do moderate attacks on the players. Their planets are frequently guarded by Fortresses, and sometimes by SuperFortresses.
Grav Driller
(requires Zenith Remnant)
1.25 0.4 On many planets: Gravity Drills Aggressive AI with many gravity drill stations on its planets. Gravity Drills nullify teleporting units and majorly slow down all other units, but when captured provide free resources and energy.
Mine Enthusiast 1.00 1.00 On all planets: Mines, Area Mines, and/or EMP Mines Planets are all moderately defended, but are heavily booby-trapped with various Mines.


List format below:

Entrenched Homeworlder
Planets are heavily defended, and they do moderate attacks on the players.
Unique Units: Captive Human Settlements
Fortress Baron
Planets are mostly moderately defended, but the core planets are incredibly heavily defended, and they do moderate attacks on the players. Their planets are frequently guarded by Fortresses, and sometimes by SuperFortresses.
Unique Units: SuperFortress
Grav Driller 
(requires Zenith Remnant)
Aggressive AI with many gravity drill stations on its planets. Gravity Drills nullify teleporting units and majorly slow down all other units, but when captured provide free resources and energy.
Mine Enthusiast
Planets are all moderately defended, but are heavily booby-trapped with various Mines.
Neinzul Viral Enthusiast 
(requires Children of Neinzul)
Has Neinzul Viral Clusters at every wormhole that spawns lots of Swarmers, making the use of lightning warheads and similar against them... dangerous.
One-Way Doormaster 
(requires Zenith Remnant)
Employs Black Hole Machines on all of its planets, which makes each raid into its territory a one-way trip if the black hole machine is not destroyed.
Shield Ninny 
(requires Zenith Remnant)
Planets are all heavily defended, often with special armor Boosters or Inhibitors, but this AI never launches waves at the players.
Sledge Hammer
Waves slam into one player planet after another, with potentially fatal effect.
Support Corps 
(requires Children of Neinzul)
Launches no waves of its own, but supports the waves of its ally by adding in various specialized units. Also supports its own planets and its ally's plants with those sorts of units.
Units that it adds for support: Engineers, Mobile Repair Stations, Munitions Boosters, Shield Bearers, Decloakers
Units that it also adds for support if The Zenith Remnant is installed: Decoy Drones and Armor Boosters
Thanks to FrostyThePyro for suggesting.
The Tank
Planets are all lightly defended, and they do slightly heavier-than-average attacks on the players.
Extra Units: Has Space Tanks and Armor Ships from the start, as well as whatever other ships they might unlock.
Train Master
(requires the Astro Trains AI-plot to be enabled)
Uses many, many Astrotrains.
Extra Units: Double the normal number of astro trains.
Turtle
Planets are all very-to-incredibly heavily defended, but they do no waves against the players (Cross Planet Attacks and border aggression still happen).
Vanilla 
(requires Light of the Spire)
Has absolutely no unusual powers. Just a plain old basic AI, with whatever unlocks happen to come with the map seed.
Zenith Descendant 
(requires Zenith Remnant)
Aggressive AI that uses only Zenith fleet ships.

Moderate

Assassin
Planets are all moderately defended, and they harass the strongest player with prejudice.
Heavier Waves: This AI sends slightly more ships in a wave.
Backdoor Hacker
Planets are all moderately defended, and they have a permanent path into each player's home planet (so creating the usual defensive perimeters won't work).
Extra Units: Has a permanent Exo-Galaxy Wormhole on each player's home planet.
Bully
Planets are all moderately defended, and they harass the weakest player with prejudice.
Heavier Waves: This AI sends slightly more ships in a wave.
Camouflager 
(requires Zenith Remnant)
All of its mobile ships look like harmless pieces of junk when stationary and not firing.
Counter Spy
Planets are heavily defended, and advanced scouting is almost impossible because of the counter spy defenses on each planet, which insta-kill all cloaked ships.
Unique Units: Counter-Spy
Experimentalist 
(requires Zenith Remnant)
Aggressive AI that uses a heavy mix of experimental ships along with its normal fleets.
Extra Units: All experimental ships unlocked.
Feeding Parasite
Uses parasite raids almost exclusively (which can be highly damaging).
Extra Units: Has all parasite ships from the start, as well as whatever other ships they might unlock.
Mad Bomber
Non-core planets are all very lightly defended, but does extremely brutal attacks on the players.
Unique Units: MOAR Bomber Starships
Neinzul Cluster-Bomber 
(requires Children of Neinzul)
Builds Neinzul Clusters on all of its planets.
Neinzul Youngster 
(requires Children of Neinzul)
Uses all Neinzul ship types. Its waves never have any ships other than Neinzul younglings, but its waves have only half the warning that normally is given. Its planets are comparably lightly defended, around the level of the Mad Bomber.
Thanks to RCIX for suggesting.
Peacemaker 
(requires Zenith Remnant)
Uses anti-golem, anti-starship, anti-warhead, etc, ships on all its planets.
Unique Units: Warhead Interceptor, Orbital Mass Driver
Speed Racer 
(requires Zenith Remnant)
All of its mobile ships have been upgraded to move extremely fast. About speed 200 in a Normal game.
Spireling 
(requires Light of the Spire)
Fairly aggressive AI that uses only Spire fleet ships.
Extra Ships: All Spire fleet ships.
Stealth Master
Uses stealth raids almost exclusively (which can be highly disconcerting).
Extra Units: Has all ships with cloaking from the start, as well as whatever other ships they might unlock.
Tag Teamer 
(requires Zenith Remnant)
A defensive AI whose guards are extra speedy and don't stay near their posts. This makes them more challenging to attack.
Teleporter Turtle
Planets are all very-to-incredibly heavily defended, but they do no waves against the players (Cross Planet Attacks and border aggression still happen). Specializes in teleporting ships, which are particularly powerful in defensive postures.
Extra Units: Has all ships with teleportation from the start, as well as whatever other ships they might unlock.
Thief 
(requires Light of the Spire)
Fairly aggressive AI that uses ships with tractor beams and leech capabilities. This can lead to a distinct disregard for player property rights.
Extra Ships: Etherjets, Spire Tractor Platforms, Parasites
Thanks to Kemeno for the suggestion.
Vicious Raider
Planets are all moderately defended, and they do heavy attacks on the players.
Extra Units: Has raider ships from the start, as well as whatever other ships they might unlock.

Harder

Alarmist 
(requires Zenith Remnant)
UsesAlarm Posts (or Special Force-versions) on all of their planets. Makes for massive cross-planet attacks unless players carefully kill these alarms.
Attritioner
Planets are all moderately defended, except that each one has an Attritioner, which drains the health of any human ships in the system. Does heavy attacks on the players.
Unique Units: Attritioner
Everything 
(requires Light of the Spire)
Has absolutely every fleet ship and core ship type unlocked from the start.
Extreme Raider 
(requires Light of the Spire)
Very nasty AI that uses raid-oriented fleet ships and really likes sending Raid Starships along with normal waves.
Extra Ships: Raider, Spire Stealth Battleship, Vorticular Cutlass, Vampire Claw, Teleport Raider
Thanks to ShadowOTE for the suggestion.
Golemite 
(requires Zenith Remnant)
Has fully-functioning golems on a great many of its planets. Since the AI Progress goes up greatly when these are repaired, care must be taken to destroy these all in one wave to avoid any such penalty.
Neinzul Nester 
(requires Children of Neinzul)
Builds Neinzul Nests on a huge number of its planets.
Thanks to Nemo for suggesting.
Radar Jammer 
(requires Zenith Remnant)
Employs Radar Jammers on all of its planets, which halves the attack range of all of your ships (and sometimes the AI ships as well, depending on its mark level).
Retaliatory 
(requires Light of the Spire)
Starts with Counterattack Guard Posts on most planets, and can actually have more than one on a planet (if that planet would have gotten one normally). This can lead to devastating counter attacks particularly when taking a mkIV planet.
Thanks to zebramatt for the suggestion.
Scorched Earth
Heavily defended planets. Whenever it loses control of a planet, it destroys that planet and all the resources there. Ships will survive. This action counts as nuking the planet for a particular achievement.
Shadow Master
Like the Stealth Master, except every planet is equipped with a powerful device that keeps all ships permanently cloaked, even when firing, even if they wouldn't normally have cloaking. The only sign of this enemy is the device itself, which can be difficult to reach what with all the invisible enemies firing at you from the nether.
Unique Units: Planetary Cloak
Extra Units: Has all ships with cloaking from the start, as well as whatever other ships they might unlock.
Special Forces Captain
Only has Special Forces Guard Posts -- no regular guard posts. This makes for a tremendous number of ships patrolling around the map at any given time.
Spire Hammer 
(requires Light of the Spire)
Generally solid AI that also adds a powerful Spire ship to each wave (in addition to the normal starship). At higher tech levels it will even send Capital-ship level vessels.
Extra Ships: Spire Frigates and Capital Ships.
Starfleet Commander 
(requires Zenith Remnant)
Aggressive AI that uses starships heavily in place of normal fleet ships.
Warp Jumper 
(requires Children of Neinzul)
On the bright side, this AI type does not build any warp gates on its planets, which saves 5 AI Progress per plant and avoids the need to gate raid their planets. On the downside, however, this AI type is able to launch waves at any non-warp-jammed planet on the map at any time thanks to their warp drives on their individual ships.

(AI-types below are red in-game to represent their relative difficulty compared to others)

Crafty Spire 
(requires Light of the Spire)
Starts with various Spirecraft (which are generally bigger than starships and smaller than golems) on its planets.
Extra Ships: Spirecraft.
Raid Engine 
(requires Zenith Remnant)
Uses Raid Engines on a huge number of their planets. Makes for very frequent, short-term brutal waves in addition to the normal waves unless players carefully kill these engines.

Technologist

Technologist Homeworlder
Like the Entrenched Homeworlder, except the enemy uses only the highest-technologies right from the start (these are quite a formidable foe).
Unique Units: Captive Human Settlements
Technologist Parasite
Like the Feeding Parasite, except the enemy uses only the highest-technologies right from the start (these are quite a formidable foe).
Extra Units: Has all parasite ships from the start, as well as whatever other ships they might unlock.
Technologist Raider
Like the Vicious Raider, except the enemy uses only the highest-technologies right from the start (these are quite a formidable foe).
Extra Units: Has raider ships from the start, as well as whatever other ships they might unlock.
Technologist Sledge
Like the Sledge Hammer, except the enemy uses only the highest-technologies right from the start (these are quite a formidable foe).
Technologist Turtle
Like the Turtle, except the enemy uses only the highest-technolgies right from the start (these are quite a formidable foe).
The Core
Planets are all lightly defended in terms of the number of ships at each, but all ships of this AI are deadly Mark V/Core ships.

Randoms

Normally when you choose a random AI type you cannot see which type was actually chosen until the game ends. However, there is an AI Modifier in the lobby that allows you to make them visible from the start, but still chosen at random. You can also use the disabledaitypes.txt file to exclude specific AI types from being chosen (if you've already played them, say, and are trying to work your way at random through the whole list -- or if you simply don't like a specific type of AI).

Random Easier
Chooses one of the easier AI types at random.
Random Moderate
Chooses one of the moderate AI types at random.
Random Moderate/Easier
Chooses one of the easier or moderate AI types at random.
Random Harder
Chooses one of the harder AI types at random (technologist AI types are all considered harder, so this includes them).
Random Harder Non-Technologist
Chooses one of the harder AI types at random, but specifically excluding any of the technologist types.
Random All
Chooses one of AI types at random.
Random All Non-Technologist
Chooses one of AI types at random, but specifically excluding any of the technologist types.


AI War:AI War