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  • == To be categorised (game concepts) == Basic game concepts
    715 bytes (85 words) - 19:49, 1 February 2015

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  • ...lly improves... performance, multiplayer correctness, how easy or hard the game is to code to, etc. ...all of the things that we need to, for maximum long-term enjoyment of the game. This also meant getting multiplayer almost, but not quite, out of beta.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...eat Refactor -- was undertaken. That aimed to restructure the code of the game to really get rid of a TON of annoying things and things that slowed down t Our second expansion for the game, Zenith Onslaught, also came out during this period. Badger did his parts
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...t wound up taking over four months and touching almost every aspect of the game. A more detailed writeup can be viewed [https://store.steampowered.com/new * The Fallen Spire campaign now has real lore in the game, displayed via the Journal
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Plus, we had at least 15 major revisions to existing mechanics in the game. ...cluded a complete overhaul of the GUI, the HUD, and the entire look of the game.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • * Something we had thought was not really going to be possible in the game, now is implemented: the queuing of some certain kinds of orders after move * This mod adds a special faction, "AI Shield Generators," to the game. This faction consists of a number of shield generators which must be destr
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...from small mistakes is also increasing, so you really have to be on your a game, and something that was just tedious instead becomes tense. ...various policies wasn't properly setup until the first month or so of the game had passed.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...engames.blogspot.com/2013/02/valley-2-official10-game-launch-released.html Game Launch!] == ** Also, when you duck the game now lowers the view, which then slowly rises back up after you stop ducking
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...p of testers, while also throwing in a number of new features for the base game. Most memorably at the end among those during this phase were the new Tsun ...lp of various sorts, but nobody else was there in the code, and the entire game needed to be reinvented in order to achieve a level of fun prior to heading
    415 KB (70,286 words) - 16:17, 13 April 2021
  • Once we had the first expansion under our belt, and the game was feeling large and solid at the equivalent of "first AI War plus four ex While Chris was mostly working on multiplayer prep, plus some base game fixes, Badger was doing the bulk of the work on the second expansion, Zenit
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...ers. We sincerely thank each and every one of those players who played the game in Boston. ...a few days early and already be playing that before the 1.0 version of the game "officially" launches on Monday the 23rd.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • * Improve tooltips for colour selection in the game lobby ...th the help of Chris' changes, allow multiple Nanocausts to be in a single game.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...s post-completion saw a huge amount of modder and volunteer updates to the game, to the point that these release notes became too long and a successor page === Game Balance ===
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * Patch notes for game version 6.001 and up can be found at [[AI War:Current_Post-6.000_Beta|Curre ** The first time this "empty nebula" logic is encountered in a game, it will trigger a short journal entry explaining the situation, so that it
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * The in-game intro story for Invasion Mode has now been written and integrated. * Now if the "all game mechanics enabled from start" rule is not on, and fewer than 3 races are spacefaring
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...deficits coming into this phase when comparing this sequel to the original game. The aim of this phase was to close those gaps and make this clearly the s ...ing in a good way -- but the focus was on taking what was a pretty awesome game with a lot of depth and pushing it to a level that we hope beats the pants
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...turned into was a polish phase as well as a big drive for new content and mechanics that would be easier for players to understand. The procedural elements we *** THAT said, unlike the first game, if there is nothing to boost on that target at the moment (dock has an emp
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...nitially expected, but we also refined a whole bunch of other areas of the game at the same time. Finally implementing the new lobby and how a lot of that ...stantial "netflix time" where you're just waiting around (unlike the first game). A lot of the initial discussions about all this were [https://forums.arc
    278 KB (47,062 words) - 16:30, 11 October 2019
  • * Fixed crash bug when trying to start a game with an expansion disabled when the "last used" AI Type for one of the AIs ...e starting setup of the intermediate tutorial is now much more like a real game.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...than expected. In particular after this latest release, it's a whole new game. It's time to start with a fresh release notes page, too. ...so burned-in on the default brightness/contrast/sharpness settings for the game.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...or changes. Listed here are just the things that have changed in the base game itself, this isn't even including all the stuff that was added as part of t * A grand total of 147 new ships have been added to the game. Again, this is NOT counting the new ones added as part of CoN. Most of t
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...between ArkOne (the original Ark) and the Rorqual Hegira when starting the game. ...d it's something we took care of while on a different main mission for the game, so to speak.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * Fix a typo on the Game Lobby when choosing your ark * Fix a problem in the Save Game menu where we weren't using columns, so you could only see 4 save games at
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...o performance impact on the rest of the game. And in fact the rest of the game will run even smoother thanks to using smaller images than 256x256 in many ** Basically, we're taking a page out of the modern game design book of making you feel like you're getting your behind kicked witho
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ...this, on Steam make sure and go into the beta tab under properties for the game and choose current_beta. We're doing a beta version just to make sure that ...this, on Steam make sure and go into the beta tab under properties for the game and choose current_beta. We're doing a beta version just to make sure that
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...als for it (all five marks, although only one mark is actually used in the game right now). * Some updated buttons and fonts for the game. (Much) more work still needed on them, but it's starting to feel a bit mor
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * When gods are added to the game board, the playback now focuses on them just as happens with military units * Having a score of less than 0 no longer causes you to instantly lose the game.
    132 KB (22,317 words) - 12:25, 31 January 2015
  • * The game now has a different icon for buildings with "nothing to do" that is separat ** Building description from the game:
    208 KB (34,773 words) - 19:15, 5 June 2015
  • Patch notes for game version 8.001 and up can be found at [[AI War:Current Post-8.000 Beta]]. ...n 425 days. Thanks to player feedback (some new, some from years ago) the game is now better than ever.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * The in-game credits have been updated to thank all players who made at least one sugges ...usion: instead of saying "Can be used X times" on pickup-style tokens, the game now says "Placed tokens can be picked up X times."
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ...games.blogspot.com/2011/11/avww-beta-0539-in-game-reference-window.html In-Game Reference Window] == * Fixed a bug in the prior version that was causing the game to throw exceptions if you tried to double-jump before ever picking up a si
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ===First Game=== ...experience with this game (hopefully you have played through all of the in-game tutorials already at this point, though -- they are invaluable even if you
    40 KB (7,197 words) - 01:47, 5 October 2016
  • ...is period), plus some other bits that we just always wanted to add for the game. ...or_message_if_encyclopedia_counting_goes_to_is_missing" tag to prevent the game from complaining in these edge cases.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • * Patch notes for game version 7.001 and up can be found at [[AI War:Current_Post-7.000_Beta|Curre ...ur installation, you'll still have planet images numbered above 37 but the game won't actually use them.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...o check out the section at the bottom of this wiki page for some ideas and mechanics you might find useful'' ...ated. Borers are gated behind an AIP threshold, and can be disabled in the game lobby as well.
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...me new content in place as well as continuously refining huge areas of the game. ** This is potentially a significant buff to the Nanocaust's mid-late game strength, since the Nanocaust was rarely spending all its resources.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...ose can generally be found under your PlayerData folder in the folder your game is installed in. The most relevant one is called ArcenDebugLog.txt. You c ...ed your unity player log. That gets overwritten the next time you run the game after a crash, unlike the other log. These can be found here:
    113 KB (17,931 words) - 02:03, 12 May 2024
  • ...d which still recently only give mystery clues) have been removed from the game. ...chanics of them the first time (and quite hard until you figured out those mechanics).
    89 KB (14,646 words) - 19:51, 1 February 2015
  • * The game now more aggressively updates its world coordinates for the mouse cursor, m * The game now links to the new beta release notes page, rather than the pre-beta rele
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ...windows no longer has the twinkling effect, as that makes it feel like the game is not actually paused. When unpaused, the twinkling effect is still there * The scrollbars in the game now have more contrast and are easier to see.
    63 KB (10,632 words) - 10:14, 5 April 2024
  • ...s and Destruction Points are both confusing and have been removed from the game as a concept. * Colony ships have been removed from the game, since that was a level of indirection that was not needed.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...the full roster of the CPA. So if you've been playing a particularly long game and all the planets have been upgraded to Mark IV simply because of density ..."fuzzy lines" being drawn on the screen (as with tractor beams, etc), the game now switches to a lower-fidelity mode for those lines until fewer of them a
    66 KB (10,612 words) - 11:54, 16 September 2017
  • * The WWW class is no longer used for checking for game updates, but instead the new ArcenAsyncFile is now used. ...e fault tolerance when programs like AVAST want to kill the ability of the game to check for updates. Knock on wood!
    48 KB (7,844 words) - 17:22, 2 February 2015
  • ...of AI powers while preparing for an attack against the AI homeworlds. The game takes place on a procedurally generated galaxy map with between 10 and 120 ...credible AI and the largest number of units (30,000+ in most games) of any game we know of. Up to eight players team up against two [http://christophermpar
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...roof lifting logic not keeping up with other changes that were made to the game in the last half year, but now we've cleaned that all up. ** Don't play the game start sound when this level loads.
    26 KB (4,404 words) - 17:25, 2 February 2015
  • -There is now a Manage Players button in the in-game menu for the host in all non-tutorial games. This new panel allows the hos ...me planet command station, and they are dependent on whatever the existing game players choose to give them in order to get started. Players that are neve
    29 KB (4,906 words) - 13:40, 1 February 2015
  • ...click into the control bindings window from the main menu, and not just in-game. ...xpected bug that could pop up in the processing of ships during death in a game with the Dark Spire on.
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ...I thought we might be able to get away with keeping a 32bit version of the game, but that looks like not the case. Thus updating this prior to us actually ** That said, if this is preventing you from playing the game, I sincerely apologize. There's a good reason we did this BEFORE we starte
    79 KB (13,456 words) - 16:18, 24 August 2016
  • ...So in a 1 player game you can build 170 mark i fighters, in a four player game you can build 140. Your combined forces are much greater, though, of course '''Length of the Game, Multiplayer Saves'''
    8 KB (1,461 words) - 14:06, 1 February 2015
  • ...e where the quality of the underground tiles and the building icons in the game were showing up with a very cruddy quality. ...ing to pay a certain number of crowns per turn (for the rest of the entire game). If you run out of crowns and can't pay, you start getting reparations-sho
    59 KB (9,843 words) - 15:39, 19 November 2015
  • ...I types, plots and map styles. These minor factions exist on planets from game start, or arrive from hiding deep space. ...from 1-10, with 1 being a minor impact and 10 having a large impact on the game. Exceptions are minor factions that are controllable ships. These can be se
    31 KB (5,110 words) - 15:35, 22 November 2018
  • '''Q:''' The game has an enormous number of relationships between all of the various ships, w ...a fashion. However, they are 1:1 correlated with the actual ships in the game, rather than being an overall armor class that is used by many ships.
    9 KB (1,682 words) - 13:59, 1 February 2015
  • == To be categorised (game concepts) == Basic game concepts
    715 bytes (85 words) - 19:49, 1 February 2015
  • <big>'''Why Doesn't The Game Automate Scouting or Reactor Management?'''</big> ...losely monitoring and enabling/disabling energy reactors. Why doesn't the game just automate this for me, disabling whatever reactors are not needed at th
    9 KB (1,595 words) - 14:05, 1 February 2015
  • .... There is also a lot of "How to Play" documentation available from the in-game main menu. ...umber rises, the more attention the AI directs to you. At the start of the game, the AI is busy attending to business outside the galaxy (it's probably try
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...easurement|the 8 basic stats of every ship]], which are mostly new in this game (note that metal is discussed on that page but not counted as one of the 8 ...ps, please visit the [[AI War 2: Modding Special Mechanics|Modding Special Mechanics]] page as a reference.
    18 KB (3,012 words) - 21:16, 7 August 2022
  • ** Available in the Game Lobby as a setting under Scouting. Only Explored planets, or planets adjace ...w available as a Galaxy Setting under Permadeath. It can be enabled in the Game Lobby.
    19 KB (2,923 words) - 20:21, 22 August 2021
  • == Please Refer To The Main Special Mechanics Page == ...cial mechanics ARE, please visit the [[AI War 2: Special Mechanics|Special Mechanics]] page as a reference.
    24 KB (4,001 words) - 10:09, 29 October 2022
  • In game, all capturable structures should have a flag stating "Captured on planet-o ! Common capturables (in every game) !! Rare capturables (except with certain AI-types) !! style="background:#f
    6 KB (896 words) - 21:46, 23 July 2012
  • *[[AI War 2: Special Mechanics| Special Mechanics]] *[[AI War 2: Modding Special Mechanics| Modding Special Mechanics]]
    4 KB (657 words) - 10:51, 26 June 2023
  • ...age, we don't list roguelike among the primary genre inspirations for this game. ...are... well, frankly they are punitive. Our goal with permadeath in this game is not to make it something that punishes you-the-player, but rather to mak
    11 KB (1,889 words) - 19:51, 1 February 2015
  • Game Creation options - Describe the different options in the lobby, multiple HW Page for each expansion, including one for base game - LIst what ships/mechanics are availalbe with each expansion enabled/disabled.<br/>
    4 KB (616 words) - 15:33, 1 February 2015
  • ==What Effect Do AI Progress Increases Have On The Game?== ...t is affected by positive AI progress only, actually. In other words, the game keeps track of the total positive and negative AI Progress modifiers, and t
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...otrains are enabled individually for each AI under the AI Plots tab during game setup. The range varies from 0 (off) to 10 (nigh-impossible) with 4 being c ==Train Mechanics==
    12 KB (1,903 words) - 14:24, 17 January 2017
  • * Free DLC is all about slowly growing and continuously refining the core game experience. ...g new things with the game engine and really pushing the boundaries of the game in some fashion.
    2 KB (356 words) - 14:00, 1 February 2015
  • ...their units do against their enemy's units. At the macro level, the core game is about out-thinking your opponent, deploying the strategy that counters t A pvp game inherently has a huge imperfect information mechanic: you don't know exactl
    10 KB (1,936 words) - 19:48, 1 February 2015
  • As AI War is a procedurally generated game it does not have a story line that you follow to victory, rather you have t ...only available when enabled and is discussed on its own page.<br/>All the mechanics described on this page will still be viable while pursuing the Fallen Spire
    9 KB (1,467 words) - 15:37, 1 February 2015
  • Intro Blurb, copy from in-game journal == General Mechanics ==
    825 bytes (129 words) - 16:01, 16 April 2013
  • This release doesn't include any new content, but it really improves the game in general. The biggest change here is an upgrade of the Unity 3D engine ( ...ported the new pipeline from AI War to Tidalis, and the result is a puzzle game that runs even smoother, and which will run well on even slower hardware.
    4 KB (537 words) - 19:52, 1 February 2015
  • == Mechanics == These are the largest and most important NPC battles in the game. Success here will result in a planet changing hands, and possibly the dest
    7 KB (1,058 words) - 17:20, 13 September 2015
  • General Description of game section Introduction of the base game with logo. this is a suggestion of the layout of each expansion box. The wh
    2 KB (274 words) - 15:33, 1 February 2015
  • ...miliarity with AI War's interface and game mechanics as outlined in the in-game tutorials and the [http://www.arcengames.com/mediawiki/index.php?title=AI W ...:All About Tweaking The Difficulty Level]] for a discussion of setting the game's difficulty level appropriately.
    9 KB (1,491 words) - 08:41, 28 May 2016
  • ...901 version, but it's extremely raw and mostly just an infrastructure/data-mechanics test. That said, the server listing service has already come along surpris ...my opinion. To get surf and wave animations like that in a completely 2D game is just amazing to me. We built the tools for him to do these themes, and
    8 KB (1,463 words) - 12:25, 31 January 2015
  • The basic mechanics of fleet-ship balance revolves around the Ship-Triangle, where ships types * Uses other mechanics
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ...uboptimally since all the recent upgrades of the Unity engine, our drawing mechanics, etc. This should take care of nearly all the issues we're aware of at the * A new settings option has been added to the game which allows for the chain and combo fanfares to be disabled. This is usef
    3 KB (572 words) - 12:26, 31 January 2015
  • There are also a few ships in the game, notably the [[Spire Armor Rotter]] that can temporarily reduce the armor o Armor Damage is cumulative so any ship in the game can be reduced to having no armor under the right circumstances.
    6 KB (974 words) - 13:18, 24 February 2015
  • Host New Game Game Options
    2 KB (297 words) - 15:40, 1 February 2015
  • ..." on levels that have no win conditions is also nice, so that your Endless game can still eventually go on the scoreboard when you decide to stop playing. ...actually possible—more setup stuff with distributors, distributor-specific game images and copy, all that fun stuff.
    3 KB (448 words) - 12:26, 31 January 2015
  • ...even two) direct upgrades to your home command station at the start of the game. Unlike AI War Classic, salvage does not exist in this game for the humans.
    6 KB (1,035 words) - 12:19, 26 April 2022
  • {{Delete|These mechanics no longer exist in the game}}
    1 KB (220 words) - 22:07, 6 March 2015
  • {{Delete|These mechanics no longer exist in the game}}
    3 KB (468 words) - 11:01, 26 October 2018
  • * NB: determine if raider ships also have this property in-game, shared by the raider AI-types. Mechanics across different pages that may be updated in the future:
    1 KB (192 words) - 15:34, 1 February 2015
  • ...ons Boost Calculation|Armor Boost Calculation]] gives exact numbers but in-game the ships being boosted will have thin yellow lines connecting the Armor Bo ...s/index.php/topic,9809.0.html forum thread] is a 5.02x discussion on armor mechanics and useful for further perusal.
    2 KB (283 words) - 22:15, 1 February 2015