Search results

Jump to navigation Jump to search

Page title matches

  • =='''How Do I Know What Difficulty Level To Play On?'''== For your first game, choosing a difficulty is mostly based on your experience with other RTS games, since you don't ye
    40 KB (7,197 words) - 01:47, 5 October 2016
  • #REDIRECT[[AI War:Choosing A Difficulty Level]]
    47 bytes (7 words) - 14:37, 4 March 2015
  • |'''difficulty''' '''bot & traps difficulty'''
    3 KB (445 words) - 09:18, 2 June 2016
  • ...ifficulty of the game, see [[AI War:Choosing A Difficulty Level|Choosing A Difficulty Level]].'' Each AI has a difficulty setting ranging from 1 to 10 affecting the quantity of ships it can add in
    2 KB (390 words) - 03:20, 25 August 2016

Page text matches

  • * Added a new advanced option for AIs: Universal Difficulty ...f the time, having the AI, Hunter, Warden, and Praetorian Guard Difficulty difficulty levels all match within an AI faction is the desired setup.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...later, but for now this does help with making it a more interesting higher difficulty area. This can actually have some advantages with missions, for that matte *** The start-new-world popup that asks you for difficulty settings, etc.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ..., the highest champion hull size unlocked for human players, and that AI's difficulty. *** Note: this only happens on Difficulty 6+, as it's not the AI getting anything extra, it's just behaving more inte
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...ced and interesting experience, really in every phase of the game at every difficulty level.''' === AI Income Balance By Difficulty And AIP ===
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...one being allowed to go past the "target' end-game average level for that difficulty. This helps avoid situations where the RNG says GG by pumping all its leve * Added Achievements for winning the campaign with each commander, on each difficulty below Misery (so 30 total).
    160 KB (26,781 words) - 17:21, 2 February 2015
  • ...s would lead to the henchman starting wounded (how wounded depended on the difficulty level). ==== Robotic Hacking Escape Difficulty ====
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...the game, as certain players have displayed the temerity to _win_ on that difficulty. ...smoothed out several "difficulty cliffs" along the 7-to-10 range where one difficulty step was massively more significant than either the one just below or just
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...ervation: AIP is invisible on clients right now, as are things like the AI Difficulty. We'll need to have a nice way of handling that better that mods can mimic ...if we can't find the proper PG difficulty, it will now use the default PG difficulty instead.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * "Medium" general difficulty is now called "Normal" to be consistent with the others. ...ilization, Mass Extinction, and Ultima all now only appear on Hard general difficulty and up.
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ** Rework of how the hacking difficulty estimation is done, which was a big deal for making things clear to players ...sts. The strength of the ships spawned is based on AI Wave size, so AIP/AI difficulty are factored in.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Also decreased the AIs counter-attack multiplier a bit for each Difficulty due to the above. ...110, 360 AIP tested), and juuuust possible on Democracy's save of 500aip, difficulty 9.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...a more useful/granular range of difficulty while also compensating for the difficulty-spike (on low-caps particularly) introduced in 4.072. Details omitted sinc ...iguring that a melee ship can have 1.5x as much dps, to compensate for the difficulty of actually getting that close, etc.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...x days returns with a vengeance. For those players playing on an inflated difficulty based on 3.x or 4.x, they should be prepared to get crushed. ...rritory from the AI faster than ever when they are playing on their proper difficulty.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...insta-hit you) have been substantially increased, such that even on normal difficulty they now almost always have the same range or a bit more than you. Their s ...t be attacked again for a certain number of years (determined by strategic difficulty).
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...or is now set foreach AI Difficulty. Starts at 20% of total earned AIP for difficulty 1, then is 35% (the current floor value) for medium, and increases to 40%, ** This makes the game easier at low difficulty levels and harder at levels >= 8
    186 KB (31,438 words) - 17:26, 13 July 2020
  • *** If you wish to report the 'bug' of having beaten the difficulty-10 AI, using Expert mode (or higher) is required. HA mode has some mechani ...s uses the same approach as other Elite units (percentElite = currentAIP - Difficulty.AIPToStartUsingEliteWaveLeaders).
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...xperienced gamers," because a lot of that srot of crowd tends to find hero difficulty too easy. * Updated the difficulty system a bit, so that there are now six difficulties instead of 5:
    363 KB (62,010 words) - 19:50, 1 February 2015
  • =='''How Do I Know What Difficulty Level To Play On?'''== For your first game, choosing a difficulty is mostly based on your experience with other RTS games, since you don't ye
    40 KB (7,197 words) - 01:47, 5 October 2016
  • * The difficulty on Hamlet Idyll mode has been increased on higher difficulties: ...related units is now vastly lower than it was before, and does not vary by difficulty level (just like tokens work).
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ...more updates here than in a lot of sequels we've seen. So it is with some difficulty that we compile these highlights, as even the list of highlights is enormou ** In general, the size of these waves is 1,000 ships multiplied times the difficulty of the first AI player. The number of scrapped ships will be about twice t
    183 KB (30,714 words) - 11:55, 16 September 2017
  • == Version 0.899 Intel Objective Difficulty Ratings == ...a colour/heuristic number combination, similar in principle to the hacking difficulty estimate
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...pull speed of the Will O The Wisp gravity wells is affected by the combat difficulty. ...nger have a ranged attack—that was really pushing things in terms of their difficulty.
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ...mage multipliers (as you go down in floors) to not work properly on Misery difficulty. ...n have late-run enemies suddenly popping up early in the run on this crazy difficulty.
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...ifficulty of the game, see [[AI War:Choosing A Difficulty Level|Choosing A Difficulty Level]].'' Each AI has a difficulty setting ranging from 1 to 10 affecting the quantity of ships it can add in
    2 KB (390 words) - 03:20, 25 August 2016
  • ===Difficulty=== ...difficulty 10 IS supposed to be impossible (if you somehow manage to beat difficulty 10 without cheating or heavily stacking the odds in your favor, please repo
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ** The tutorial now includes a much more natural difficulty progression, so that players won't feel so lost when starting their first r ...up until a certain time has elapsed. Currently it's 20 minutes * (10 - AI Difficulty) for the roaming enclaves, and the same (except 15 instead of 20) for the w
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...ive level to the civ level. This didn't really work all that well for all difficulty and skill permutations. ** On the default (Hero) action difficulty, enemies now get both easier and harder a bit slower than they did before.
    192 KB (32,418 words) - 19:50, 1 February 2015
  • * On normal difficulty and up, the number of spy probes per spacefaring race in deliver spacefarin ...for your race only goes up by a smaller amount based on your chosen combat difficulty.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • * On higher difficulty the AI will now not send waves against planets that are 'too heavily defend ...* 2^ reprisal level. baseMultiplier ranges from 1.1 (difficulty 1) to 1.8 (difficulty 10).
    287 KB (48,412 words) - 12:06, 3 July 2019
  • '''Q:''' With AI players of difficulty 8 and up, it seems like they get really huge incoming waves way faster than ...and when, are a lot more momentous. This effect is even more pronounced on difficulty 10.
    8 KB (1,187 words) - 14:12, 1 February 2015
  • * Added setting to warden and praetor difficulty for 'cap_scales_with_mark_level'. * New ai difficulty 9.5 which isn't really between 9 and 10, but does mark up dramatically fast
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...ingle womrhole at every one of its planets. It still does that if it is a difficulty 10 AI, but only seeds a certain percent of wormholes on lower difficulties * On difficulty 5 and up, the AI will now build nests of sniper turrets every so often (lik
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ** This is to account for the difficulty of defending multiple individual wormholes, and generally the inability of ...rogress threshold. The threshold is defined in the XML and is based on the difficulty for that AI
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ** Similarly, the three difficulty levels have been moved under the character stats rather than the chunk/cont * When looking at the available dispatch missions, it now shows their difficulty, danger, and how much bonus what profession gets to the skill check. The i
    89 KB (14,646 words) - 19:51, 1 February 2015
  • "If anyone beats difficulty 10, that's a bug" is one of our old jokes with the community. Actually, we ** Along with this, the difficulty-based reduction in redirected reinforcement strength (that just caused that
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...did to try to neuter those home planets, etc. That is now still true for difficulty 9 and higher, but the min ship cap has been reduced for other difficulties. ...AI more latitude for interesting attack vectors. The number "X" varies by difficulty level in the following way:
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ==Difficulty based achievements== ...nts from easier difficulties, so only winning the game on the very hardest difficulty settings is necessary to gain all achievements in this category.
    6 KB (992 words) - 22:51, 31 August 2015
  • ...nother player. The first player to reach a set score (based on the action difficulty) is the winner. The score targets are: *** Difficulty 0: 10,000
    4 KB (597 words) - 15:14, 5 August 2010
  • ...t difficulty. So if you have a difficulty 1 AI and a difficulty 10 AI, the difficulty 1 AI will have fewer Normal Planet Nasty Pick planets. ...ged affected the AIs movement and overall income, and somewhat...broke the difficulty, and avoided detection.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • * Conversions now happen more slowly; every X seconds (defined in DZ Difficulty). This primarily slows the creation of new resources, and is useful to make ...king around forever. This GREATLY contributed to this faction's incredible difficulty even at low intensities. May need to do more shifting, but this change will
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...y an internal timer. The occurence of a CPA will depend heavily on the AI Difficulty. They will usually occur anywhere from every 3 to 5 hours. ...ill occur in the next 10:00-15:00 minutes; warning time is dependent on AI Difficulty. The strength will be determined by a comparison between the game time and
    11 KB (1,701 words) - 15:33, 24 April 2015
  • A certain number (varies by difficulty) of guardians are now seeded at each command station and guard post belongi ==AI Difficulty Level Effects On Guardians==
    4 KB (608 words) - 14:22, 16 June 2016
  • ...ement (if it does indeed do a spawn it will be based on the planet owner's difficulty and unlocked guardian types and controlled by the planet's owner, however). ...ship go next?" logic has been significantly improved to consider both the difficulty of reaching a target planet and the desirability of doing so.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • * [[AI War:Difficulty|Difficulty]] * [[AI War:Choosing A Difficulty Level|How Do I Know What Difficulty Level To Play On?]]
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...tech levels at present. This can happen if the AI players have different difficulty levels set, or if only one of the AI players is technologist, etc. (Having ...|AI Progress]], and the thresholds depends on the AI's [[AI War:Difficulty|Difficulty]]. These thresholds are calculated as follow.
    2 KB (315 words) - 06:14, 24 August 2016
  • ...s makes it easy to compare your civ level to the chunk level, to gauge how difficulty things are likely to be. ...now never lower than 20x the overlord index—each overlord is sequential in difficulty now, going from levels 20 to 40 to 60, etc. Of course those are minimums,
    109 KB (18,636 words) - 19:51, 1 February 2015
  • * <code>alter AI,[ai number], [difficulty number]</code> ** Lets you increase or decrease the difficulty of a specific AI.
    22 KB (3,787 words) - 12:13, 9 August 2022
  • '''18. The real game begins at difficulty 7.''' ...stupid the AI is if you are playing on even difficulty 6. The increase in difficulty and intelligence is quite sharp between even 6 and 7. The AI at that level
    10 KB (1,822 words) - 19:49, 1 February 2015
  • -Tactical retreats have been added for the AI on difficulty 5 and up. If the AI finds itself sorely outnumbered on a planet, it will n ...as overwhelming odds against the player, it now acts a lot more vicious on difficulty 5 and up.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...y AI will also react differently with those now-free units. The higher the difficulty, the more accurately the AI gauges its forces against yours in deciding if ...he non-homeworld planets. Or, more specifically, to counteract the lowered difficulty that is also contained in this release in the form of the lowered AI per-pl
    8 KB (1,442 words) - 02:58, 17 June 2016
  • * EMP guardians only appear on difficulty 7 and up. * Warp gate guardians only appear on difficulty 7 and up.
    10 KB (1,457 words) - 12:01, 21 August 2016
  • ...at's allowed to be Guardians' tunable, which right now caps out at 45% for difficulty 10 ...things from seeding. These were causing map generation failures on higher difficulty levels.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • 2. Higher AI Difficulty levels lead to larger or smaller waves, not quite linearly. 4. The max/min time between waves varies by AI Difficulty level, and is randomized by around 30ish minutes or more (per AI). The wav
    7 KB (978 words) - 13:46, 1 February 2015
  • * If highest AI difficulty is < 7, base value is that difficulty * 0.15. * If highest AI difficulty is >= 7 and < 9, base value is 1 + (difficulty - 7) * 0.5 (so diff 7 = base value of 1).
    11 KB (1,779 words) - 14:03, 1 February 2015
  • ...tems, perks, enemy scaling, pools etc). The game should have a much better difficulty curve now. No longer should the end bosses be easier than the early bosses. ****the lowest and highest difficulty where this entry will be considered (default: always consider)
    63 KB (10,263 words) - 17:36, 25 October 2018
  • ...r disabled in the game lobby, and reconquest waves are locked behind a per-difficulty AIP threshold. * Golems: On High difficulty, the AI will send very primitive Exogalactic Strikeforces againt you. Mediu
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * Redo how the Templar Initial Encampments spawn. Now each Templar Difficulty comes with a number of Initial Encampments to spawn (1 at >= intensity 5). * Add a BonusInitialEncampments option to the Templar Difficulty to allow for spawning more Templar Initial Encampments; these are weaker an
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...ith into more ship types, if that makes sense. So it doesn't increase the difficulty unless the ship type itself is more difficult. ...ew ship types after that point. Here again it's not so much a question of difficulty usually, unlike the actual numbers of ships built, and the tech level of th
    15 KB (2,573 words) - 15:05, 24 April 2015
  • * Difficulty >= 10 = 3300 - ( AI Progress ) * Difficulty >= 9 = 3600 - ( AI Progress )
    2 KB (373 words) - 13:47, 1 February 2015
  • * "Situation Analysis Difficulty" is now shown at all times, not just when you've added a unit of that sort. * Added a new difficulty details popup that happens when you click the difficulty level icon on the top bar.
    63 KB (10,632 words) - 10:14, 5 April 2024
  • ...save files into losses if players do not carefully defend themselves. At difficulty 7, these waves range in strength between 875 and 1680 ships -- of whatever -All of the difficulty levels now have descriptive names, ranging from "sandbox" to "doom."
    20 KB (3,494 words) - 13:39, 1 February 2015
  • ...all eligible worlds are thus seeded; the number is influenced by the AI's Difficulty level, and the higher Mk versions are seeded less. === Difficulty Level ===
    17 KB (2,871 words) - 11:31, 26 May 2015
  • We've heard of brave souls starting their first FS game on difficulty 7.6+ with Advanced Hybrids on and stuff like that. More power (and bandaid ...d you will see bigger and more powerful ships. If you're on a high enough difficulty and/or have enough human homeworlds (via multi-hw start or multiplayer) you
    30 KB (5,095 words) - 15:36, 22 December 2016
  • 15 minutes * (10 - First' AI's Difficulty) / (First AI's [[AI War:Handicap Multiplier|Handicap Multiplier]]) So if the first AI has Difficulty 7.3 and no handicap (handicap = 100%) it's 15 * 2.7 / 1 = 40.5 minutes.
    4 KB (530 words) - 14:06, 1 February 2015
  • ...all eligible worlds are thus seeded; the number is influenced by the AI's Difficulty level, and the higher Mk versions are seeded less. === Difficulty Level ===
    17 KB (2,848 words) - 15:37, 1 February 2015
  • The Threat Fleet is enabled at [[AI War:Difficulty|Difficulty]] 6+ as part of the "smart" behaviors the AI has progressively access to be ...walk to human territory without checking its chances of success. At higher difficulty, the Threat may gather and form a Threat Fleet, which has access to more ad
    3 KB (473 words) - 03:42, 25 August 2016
  • ...under small sun-like projectiles with an animated version. (Including Hard difficulty projectiles) *Updated the descriptions of the difficulty levels with the latest changes.
    47 KB (7,365 words) - 20:22, 26 January 2024
  • ...m Harder Non-Technologist. A random AI type that includes only the higher-difficulty types, but none of the "technologist" types. -On difficulty 7 and up, the AI is now smarter about taking out key targets when it is out
    107 KB (17,661 words) - 11:54, 16 September 2017
  • *** Depending on combined the difficulty level you select for the two AIs, and what time limit variant you select, y ...e heavily influenced in their size by both the current AI Progress and the difficulty level of the AI controlling this post.
    27 KB (4,399 words) - 09:07, 23 October 2018
  • *** Depending on combined the difficulty level you select for the two AIs, and what time limit variant you select, y ...e heavily influenced in their size by both the current AI Progress and the difficulty level of the AI controlling this post.
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...nd frankly, this is a brutal-hard game if you're playing on an appropriate difficulty level for your skill. You will need the advantages to take out the harder '''7. Seriously, set the difficulty level; it's not there just to look pretty.'''
    10 KB (1,801 words) - 19:51, 1 February 2015
  • ...egrees of platforms helpfully strewn about the environment. On the lowest difficulty levels, several folks have remarked to us that jumping around caverns "feel ...ed in general, and those get easier or harder depending on the platforming difficulty level. On the easiest setting it's pretty trivial. On the hardest setting
    9 KB (1,615 words) - 01:33, 20 July 2012
  • * Skelebot hacking escape spawns now vary by combat difficulty: ...ere are seven new achievements for killing the overlord on at least action difficulty 1-7.
    37 KB (6,308 words) - 19:51, 1 February 2015
  • ...ow dedicated it is to their destruction, and represent an overall variable difficulty of the game. ...ar:Data Center|Data Center]]: '''-20''' ''(-15 on difficulty 8+ and -10 on difficulty 9+)''
    3 KB (550 words) - 13:51, 21 October 2016
  • ...ou might get a High Impact Faction at intensity 2, a low impact faction at difficulty 9 or a Medium impact faction at 5. ...specific solutions. High intensity Scourge can add as much if not more difficulty than an AI of the same intensity.
    23 KB (4,003 words) - 17:01, 6 August 2022
  • ** Author, PlayerType, Difficulty, IsIronman, IsCommunity ...in them. The goal of this has been to present a reasonable progression of difficulty and complexity, as opposed to what had become more of a thematic hodge-podg
    112 KB (17,757 words) - 15:59, 27 April 2024
  • ...pe mode is chosen in single player, there is now a slider for choosing the difficulty of the AI player that will control the second well. * The AI for the VS modes now scales in difficulty with the AI difficulty slider. It scales both in terms of speed of actions and in terms of how la
    10 KB (1,627 words) - 19:52, 1 February 2015
  • ==AI Opponent Types by Difficulty == :''From there, it's scaled by difficulty, so diff 10 gets 1.66~ as many as diff 6."''
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ...s only shows up if there are at least 1 extra levels from the citybuilding difficulty that are being applied to the overlord, and it gives players a good clue th ...tch missions: those values were supposed to be _multiplied_ by 2 on Empire difficulty. Instead, Empire was _setting_ them to 2. Thus making them trivially easy
    27 KB (4,441 words) - 21:27, 13 July 2015
  • ...early-labeled "if you just want to smash everything without really trying" difficulty. * The base (before difficulty modifiers) initial count of a bot type in the end-game-army (so just after
    48 KB (7,844 words) - 17:22, 2 February 2015
  • **When a run is started, the game picks (difficulty.NumberOfNegativeMysteriousCircuits) negative circuits at random, and then p **causes this system to not be added to the entity when difficulty is outside the specified range
    50 KB (8,387 words) - 14:20, 21 May 2018
  • == Difficulty == ...lity so powerful that it is part of a separated minor faction with its own difficulty setting.
    2 KB (322 words) - 09:08, 21 July 2016
  • ...ficulty 8 increased from 3 to 3.5, Difficulty 9 increased from 4 to 5, and Difficulty 10 increased from 5 to 7. ** All of the parameters are fully baked in, including things like difficulty and the number of human players, so there is a limit to just how flexible a
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ==== Difficulty Considerations ==== ...o adding a new AI of that intensity to the game on top of the game's other difficulty. They also requires new strategies, so expect a real challenge the first fe
    11 KB (1,818 words) - 00:48, 30 September 2020
  • * All of the various faction difficulty levels, including the AI and its sub-components, now read in the old way, i * On the AI difficulty table, the following xml is now read in via a loop and using the new fillar
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...lem Minor Faction. Instead, it has its own Minor Faction that uses similar difficulty levels. The hard version adds a specific exogalactic strikeforce timer, whi ...ere are typically only 5-6 of these on an 80 planet map (assuming standard difficulty). <br/>
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ...lts if you really want to (mainly it's more useful when you want differing difficulty levels between the two wells). ...editor—referring to the base underlying white block frequency from the the difficulty level).
    12 KB (2,068 words) - 12:25, 31 January 2015
  • ...o -1 (the default) tells the level to use the normal value based on action difficulty.
    4 KB (579 words) - 12:26, 31 January 2015
  • ...out Tweaking The Difficulty Level]] for a discussion of setting the game's difficulty level appropriately. ...rp gate. If there are no warp gates on planets adjacent to yours, then (on difficulty 6+) the AI will warp its raid to one of its own planets and those ships wil
    9 KB (1,491 words) - 08:41, 28 May 2016
  • ...ence with all other surviving races (that number shifts up or down some by difficulty level). ...80 months after the player captures a planet. The boost amount varies by difficulty level.
    34 KB (5,632 words) - 20:40, 14 November 2017
  • ...core guard posts, plus a number of brutal guard posts that depends on the difficulty level. .... The number of brutal guard post a homeworld can have depends on the AI's difficulty level (each homeworld roll independently):
    15 KB (2,291 words) - 05:52, 10 July 2016
  • == Difficulty ==
    2 KB (311 words) - 09:16, 21 July 2016
  • ...]], and their quantity depends on the controlling AI's [[AI War:Difficulty|Difficulty]]. These kinds of guard posts all protect their local Command Station, like ...f serves as a warp gate. The Home Command Station is always (no matter the difficulty) closely surrounded by two [[AI War:Force Field|Force Fields]] Mark V, one
    2 KB (374 words) - 17:40, 26 October 2016
  • ...culty]] will have more planets of higher mark. Inversely, an AI with a low difficulty will have mostly low mark planets.
    932 bytes (161 words) - 10:02, 18 August 2016
  • XML (Extensible Markup Language) used to create ships, structures, tweak AI difficulty and more. If you want to edit an existing ship, difficulty level, or whatever else, then you want to make a new xml file of your own i
    18 KB (2,797 words) - 18:13, 25 June 2020
  • == AI Opponent Types by Difficulty ==
    10 KB (1,516 words) - 13:14, 13 June 2022
  • == Difficulty ==
    6 KB (885 words) - 12:50, 4 July 2022
  • * '''[[AI War:Choosing A Difficulty Level|How Do I Know What Difficulty Level To Play On?]]'''
    7 KB (1,144 words) - 09:10, 17 April 2015
  • ...AI will also react differently with those now-free units. The higher the difficulty, the more accurately the AI gauges its forces against yours in deciding if
    2 KB (347 words) - 19:48, 1 February 2015
  • ...ndomized, and a bit based on the difficulty level of the AI player (higher difficulty level AIs get more frequent reinforcements, same as they launch more waves)
    16 KB (2,944 words) - 15:36, 24 April 2015

View (previous 100 | next 100) (20 | 50 | 100 | 250 | 500)