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  • [[File:AIWar.jpg|center|AI War:Fleet Command]]<br/> ...tice 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
    27 KB (4,189 words) - 11:36, 9 August 2021
  • 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
  • :''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
  • '''Q:''' The first expansion to AI War, The Zenith Remnant, introduced a new class of ship called golems. What are the ...ut of repair in most cases. The only functioning, modern golems belong to the Zenith aliens themselves (which players can encounter as minor factions).
    13 KB (2,356 words) - 10:42, 9 July 2016
  • ...variety of different hacking types; players can go negative on HaP but the AI response is then very aggressive. Hacking gives players a number of ways t ...ets done through the Hacker unit, which places immobile hacking devices in AI systems.
    13 KB (2,173 words) - 05:59, 28 July 2016
  • ...2 bases at the same time. I was thinking like fast expanding really helps the economy, but maybe it's just not feasible on all types of maps. ...15 minutes in, and a second at 30 minutes maybe, and a third by the end of the first hour. Of course, that also varies, but that is true.
    20 KB (3,556 words) - 19:50, 1 February 2015
  • ...ul minor factions, against new AI types in general, and enlist the help of the friendlier members of this new alien presence. ...g you against the backdrop of the regular AI forces. For advanced players, the Hybrid Hives provide more cut-throat opposition than ever.
    17 KB (2,826 words) - 19:48, 1 February 2015
  • == Notes From The Producer: June 7, 2010 == ...t was also that there was just a ton of stuff going on with Tidalis behind the scenes, too.
    13 KB (2,254 words) - 12:25, 31 January 2015
  • ==What Effect Do AI Progress Increases Have On The Game?== * The AI gains higher Mark and greater numbers of ships for waves, cross planet atta
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...After 30 minutes of acting as simple threat, these ships will join up with the threatfleet. ...d by 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.
    11 KB (1,701 words) - 15:33, 24 April 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
  • 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
  • ...se-oriented. The type you're up against can greatly influence how you play the game. ...hard.) Note that while not all the red types are technologists, sometimes the wiki and game still refer to them all as "technologist."
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ==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
  • <big>'''How Do I Take A High-Level AI Planet?'''</big> ...on occasion. I find this planet near my home system near the beginning of the game. It is a tier 3 or 4 planet and has something I want, like an advance
    14 KB (2,437 words) - 19:50, 1 February 2015
  • ==== I bought the full game, but it says trial mode ==== ...and you're all set! Once the game accepts your license key, you'll be in the full version.
    9 KB (1,639 words) - 19:53, 1 February 2015
  • These instructions were written in Late June and correspond to AI War 2 version .502 or so. There is now an in-game tutorial, so you should l ...to begin a new game". Just enough to get someone started, from before when the in-game tutorial existed.
    9 KB (1,583 words) - 14:26, 23 October 2018
  • ...ies can be found in the 6journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Short Title: Tracking The Second Exile
    12 KB (2,083 words) - 12:46, 27 February 2015
  • ==Are There Cheats In The Game?== ...09 of the game, yes there are. To use cheats, you have to enable these in the lobby (there is an Enable Cheats checkbox). Enabling cheats does not impac
    10 KB (1,688 words) - 10:27, 24 October 2018
  • ...e a story line that you follow to victory, rather you have to destroy both AI Home Command Stations to win and how you do that is left totally up to you. ...l the mechanics described on this page will still be viable while pursuing the Fallen Spire Campaign.
    9 KB (1,467 words) - 15:37, 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
  • =What exactly is added in the Children of Neinzul micro expansion?= ...iverse were the Zenith. This micro-expansion introduces a new alien race, the Neinzul. This micro-expansion will be focused around them.
    15 KB (2,373 words) - 19:47, 1 February 2015
  • == Notes From The Producer: May 25, 2010 == ...coming along well, the new levels are some of the best we've had yet, and the networking continues to progress although there is nothing visible to show
    8 KB (1,386 words) - 12:25, 31 January 2015
  • XML (Extensible Markup Language) used to create ships, structures, tweak AI difficulty and more. ...t yet does not follow this rule and is one of two exceptions to this rule (the other being commenting). that tag is
    18 KB (2,797 words) - 18:13, 25 June 2020
  • ...one bonus ship, or two bonus ships if the difficulty is 7 or above (See [[AI War:AI_Techs#Bonus_Ship_Types_For_AI|here]] for more details.) ...Bomber|Bombers]] beats [[AI War:Missile Frigate|Missile Frigates]] beats [[AI War:Fighter|Fighters]]:
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ...ive than than the other minor factions page. This is older and inferior to the other page. ...k on this link to be directed to the correct page: [[AI War:Minor Factions|AI War Minor Factions]]<br/>
    10 KB (1,590 words) - 15:57, 22 November 2018
  • == Notes From The Producer: May 13, 2010 == ...I), and which tend to break a lot of the game until we get them fully back the way we want.
    10 KB (1,627 words) - 19:52, 1 February 2015
  • * 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
  • == 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
  • ...ge is mostly out of date. A more recent list of guard posts is available [[AI War:Guard Posts|here]]. ...ship cap for that planet. Some guard posts allow AI reinforcements even if the warp gate and command station have been destroyed.
    8 KB (1,442 words) - 02:58, 17 June 2016
  • ...ies can be found in the 6journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Long Title: A summary of what we know about the Nomad planets.
    7 KB (1,090 words) - 12:44, 27 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
  • == Notes From The Producer: June 28, 2010 == ...than ever, and we've successfully played the first VS Garbage battle over the internet. I'm happy to report that I schooled Keith in about 30 seconds—
    8 KB (1,463 words) - 12:25, 31 January 2015
  • <big>'''Why Doesn't The Game Automate Scouting or Reactor Management?'''</big> ...e just automate this for me, disabling whatever reactors are not needed at the moment, and then enabling them as my energy needs grow?
    9 KB (1,595 words) - 14:05, 1 February 2015
  • [[File:AIWarVotM.jpg|center|Vengeance of the Machine]]<br/> =What exactly is added in the Vengeance of the Machine expansion?=
    14 KB (2,253 words) - 20:05, 6 August 2020
  • <big>'''What are the differences between solo and multiplayer?'''</big> ...n you play with more than one person? Also, does it still take as long as the single-player games?
    8 KB (1,461 words) - 14:06, 1 February 2015
  • ...War:Ship Abilities|Ability: Cloaking]] can disappear and not be visible to the enemy in any shape or form.<BR/> ...the screen however, including the type of cloaked ships if you hover over the cloaked ships icon.<br/>
    8 KB (1,435 words) - 14:11, 1 October 2017
  • =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
  • ...o already understand how to design a non-modular unit, and it explains all the differences and new things that are specific to modular ships. * Modules are defined as an inseparable part of the ships that use them.
    11 KB (1,909 words) - 17:36, 21 February 2022
  • == Why It's Not The Best Idea To Explore Every Building Or Cave Completely == ...t scope to be interesting to explore. It was also important to us to have the general rule "if you can see it, you can go there." That means that if the
    10 KB (1,723 words) - 03:12, 28 August 2012
  • <big>'''Why The Complex Interrelation Of Ship Damage Mechanisms?'''</big> ...n all of the various ships, which is impossible for anyone to remember off the top of their head. Class X is stronger than Class Y, fine -- but with doze
    9 KB (1,682 words) - 13:59, 1 February 2015
  • <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
  • ...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
  • ...enhancements, clarifications and so forth are of course welcome by all in the wiki fashion! ...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
  • ...een completely overhauled for AI War. Previously, the home planets for the AI were always very similar to one another, and often they were something of a ...he AI home command stations. You had to destroy those, and that was really the only goal; therefore, that was super hard if you didn't have enough firepow
    6 KB (1,058 words) - 19:48, 1 February 2015
  • ...ich should be taken into consideration when planning your expansion across the map. ...t system's defensive requirements. When playing with an AI Progress Timer, the amount of time required to conquer a system must also be taken into account
    5 KB (818 words) - 06:11, 16 August 2016
  • ...take the planet for yourself, the sphere will attack you until you give up the planet.'' ...dds a single [[AI War:Dyson Sphere Golem|Dyson Sphere Golem]] somewhere in the galaxy. It is only available on maps with at least 30 planets.
    5 KB (822 words) - 11:37, 30 October 2018
  • == Notes From The Producer: July 7, 2010 == ...nd up with 115. The last levels really do a satisfying job of wrapping up the game, Lars did a really exceptional job there.
    7 KB (1,209 words) - 12:26, 31 January 2015
  • .... And then I've been doing this in a public and professional capacity for the last 15 years. ...arm's length from certain kinds of narrative freeform feedback. So here's the answer to that.
    7 KB (1,263 words) - 09:08, 16 May 2024
  • ...sts of a group of ships sent from another galaxy through a wormhole by a [[AI War:Warp Gate|Warp Gate]]. ...e [[AI War:AI Types|AI Type]]. Composition depends on what the controlling AI is able to use.
    5 KB (878 words) - 14:09, 29 November 2016
  • == Notes From The Producer: December 9th, 2010 == ...s before my son was born, so that fits. To say that a lot has happened in the intervening time, both for me personally and for Arcen as well, would be a
    7 KB (1,251 words) - 12:26, 31 January 2015
  • =The STATS Button= ...w the game is running on their computer (and yours), scores, the AI Types, AI dificulty, player colors, and resource flow modifiers.
    5 KB (842 words) - 19:50, 1 February 2015
  • ...sense of those things that are defined in xml and new in version 2.040 of the game and further? If so, click that link. Those are what you should be us ...those are... less robust. The journal entries that we're referring to at the above link is instead like uncovering little wiki entries, almost, that sho
    9 KB (1,517 words) - 16:19, 7 May 2020
  • ...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
  • ...first time and they are aware of you, they now show up on a new minimap in the bottom right corner of your screen. ** This minimap also indicates the compass direction you are facing, which can be very useful for navigating i
    7 KB (1,140 words) - 20:31, 26 August 2016
  • == Notes From The Producer: May 19, 2010 == ...y code has been being shuffled about for it for months, but we finally bit the bullet and actually implemented this thing.
    4 KB (760 words) - 12:25, 31 January 2015
  • <big>'''Who Are The Zenith Aliens?'''</big> ...first expansion to AI War is named after the Zenith aliens, right? What's the details on them?
    4 KB (654 words) - 14:14, 1 February 2015
  • Chris McEllogott Park here, from the distant year 2021. This is based on my recollection and may need correctio So: who worked on the game?
    5 KB (893 words) - 11:37, 9 August 2021
  • ...red when dealing with them. They all have a very slow regeneration and a [[AI War:Radar Dampening|Radar Dampening]] that makes them impossible to outrang ...ral pools of guard posts; the planetary generation picks them depending on the type of planet.
    15 KB (2,291 words) - 05:52, 10 July 2016
  • ...ew features or map types, you need to get into the code, but that's beyond the scope of this document. ...th a GUI like the Microsoft XML Rditor, or else it will absolutely eat all the formatting in terms of tab indents and newlines.
    9 KB (1,629 words) - 18:53, 27 October 2019
  • ...ily reminiscent of the Dark Spire. Any force powerful enough to bend both the Spire and Zenith to their own ends is to be feared! A lot of this information is given in the in-game Journal entries
    4 KB (719 words) - 14:00, 19 May 2021
  • ...that vary across orders of magnitude. The smallest fighter-style craft to the planet-sized Devourer Golem all have to be described with one set of metric The number shown in your interface is a simplified general estimate of various
    7 KB (1,149 words) - 17:11, 23 September 2021
  • ...[AI War:Fortress|Fortress]], [[AI War:Mini-Fortress|Mini-Fortress]], and [[AI War:SuperFortress|SuperFortress]]. ...ypes of forts, and the advanced modules, are unlocked by progressing the [[AI War:Ancient Shadows Campaign|Ancient Shadows Campaign]].
    59 KB (6,126 words) - 13:37, 30 September 2017
  • ...b of your command station. Be aware that all of the warheads come with an AI Progress cost, which can be pretty significant. Built and use warheads wit ...hat humans can never build (only capture with parasites), but warheads are the unique humans technology.
    6 KB (1,154 words) - 14:06, 1 February 2015
  • ...se-oriented. The type you're up against can greatly influence how you play the game. Note that this is for AI War 2. This page is currently WIP; some AI types are missing
    10 KB (1,516 words) - 13:14, 13 June 2022
  • =='''Why Do The Enemy Waves Get So Large So Fast?'''== '''Q:''' With AI players of difficulty 8 and up, it seems like they get really huge incoming
    8 KB (1,187 words) - 14:12, 1 February 2015
  • ...ips]] and [[AI War:Orbital Command Station|Orbital Command Stations]] have the Gathers Intel ability. ...ault setting. For details about the differences of the other settings, see the dedicated visibility page.
    4 KB (691 words) - 02:56, 20 August 2016
  • ...es|Ammunition Type]], ships armed with that ammunition can not even target the ship with immunity.<br/> A ship's immunities can be found in the middle of the ship description pop-up in dark grey text.
    8 KB (1,287 words) - 12:39, 4 November 2018
  • ...I don't yet have that great a feel for the game. What should I be doing at the start of a new campaign?<br> ...ugh the tutorials, I'm interpreting your question as "What are my goals in the early game?"
    7 KB (1,144 words) - 09:10, 17 April 2015
  • ...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 '''A:''' This is definitely the challenge of the game, but it can be very straightforward to manage if you are careful about
    8 KB (1,433 words) - 19:48, 1 February 2015
  • ...rate on alien death rays, whatever. Why is there nothing of this sort in AI War? Is it something that is hard to implement? '''''Response from Chris Park, AI War's Lead Designer:'''''
    5 KB (926 words) - 14:04, 1 February 2015
  • -The metal/crystal produced by ships now scales upward with increased numbers of -The "ship level" text that is shown with the far zoom image of ships is now prerendered and always sorted by texture, pu
    5 KB (872 words) - 11:50, 16 September 2017
  • ...nically a misnomer, race is the term used to describe the sentient life of the Arcen universe. == Races of AI War ==
    6 KB (1,007 words) - 17:45, 9 July 2016
  • First off, I should note that at no point does the game sit you down and say "this is how research works." It doesn't really ** So it might be an increase in the building cap for a certain class of jobs, which includes some jobs that you
    11 KB (1,958 words) - 10:39, 5 April 2024
  • ...ch Mk costs 4,000 + 4,000*Mk Metal. <br/>All Human command stations double the speed of allied ships in their system.<br/>There are actually several types ...does not have access to human stations, the player does not have access to AI stations (though some stations may share similarities).
    20 KB (2,345 words) - 12:52, 30 October 2018
  • ...hoose, they will either act like "the player race" as described below, or "the non-player races" as described even further down. == The Player Race ==
    3 KB (547 words) - 10:36, 6 May 2015
  • =What exactly is added in the Destroyer of Worlds expansion?= ...bonus ship types, a couple new AI guardian types, and the new "Preemptive" AI Plot. This expansion is slated for official release in August 2014.
    7 KB (1,011 words) - 20:01, 6 August 2020
  • ...ctoid aliens. The Neinzul first appeared in AI War and were the subject of the Children of Neinzul expansion, and are also an NPC race in Stars Beyond Rea ...hey're able to telepathically link their minds with each other, but unlike the [[Lore:Thoraxians|Thoraxians]], they don't have a full blown hive mind, as
    4 KB (606 words) - 22:20, 22 October 2018
  • ...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
  • ...iculty, depending on [[AI War:Minor Factions|Minor Factions]] and [[AI War:AI Plots|Plots]] enabled. <i>Connections between planets are simpler and easier to see. This is the recommended mode for new players, but it will result in fewer unique maps.<
    6 KB (1,073 words) - 03:25, 16 August 2016
  • ...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
  • <big>'''How Do I Secure The Area Around My Planets?'''</big> ...ree, where our intent was to kill the remaining scary warp gates and leave the orbital command posts.
    4 KB (687 words) - 14:10, 1 February 2015
  • ...he AI won't use it unless Human military ships numerically overwhelm local AI forces, which makes dealing with eyes interesting challenges. ...rge is complete, the effect is applied and, if the condition is still met, the eye immediately begins to charge again.
    4 KB (667 words) - 02:28, 25 August 2016
  • ...thout setting them off. The same also seems to be true in reverse when the AI has minefields. What's going on? ...nce that they will make it through unscathed, even though the vast bulk of the ships will not make it. Mines are set off by proximity as well as direct co
    4 KB (725 words) - 02:55, 14 August 2016
  • ...starships as part of your ship mix. To support this new emphasis you start the game with many star ships unlocked. This page needs additional updating to '''Q:''' The tutorial mainly just covers mark upgrades, and there's so much more researc
    7 KB (1,177 words) - 14:12, 1 February 2015
  • ...cengames.com/forums/index.php/board,72.0.html Mods and Modding] section of the forums for various lists that others have created (real star names, militar ...game will then use a random selection of lines from altplanetnames.txt on the game host's machine to overwrite as many planet names as possible.
    3 KB (483 words) - 13:46, 1 February 2015
  • ...on if the Avenger plot is enabled at game setup.<br/>When it spawns it has the combined stats of 6,000,000 health and 52,240 DPS. ...will have no shotguns, the Avenger Shield, only one MK III Heavy Beam, and the MK IV Heavy Beam.
    3 KB (451 words) - 23:52, 31 December 2019
  • There are currently four resources used in AI War 2 currently, and here they are all explained a bit more in depth. Please note that this page assumes you are playing as the standard human empire.
    6 KB (1,035 words) - 12:19, 26 April 2022
  • ''This topic applies only to AI War version 3.025 and up'' * Arrange a group of your ships in the formation you desire.
    4 KB (737 words) - 14:01, 1 February 2015
  • ...et, you might not have the strength to take that planet until very late in the game. ...e higher difficulties, however, make sure you also check out this topic: [[AI War:No Warning On Waves?|Why Are Waves Coming In Without Warning?]].
    4 KB (787 words) - 19:49, 1 February 2015
  • <big>'''What's The Best Way To Handle Scouting?'''</big> ...effective Mark IV scout, which is permanently cloaked an as such can scout the whole map. You can also use [[Scout Starship]]s with their high health.
    6 KB (999 words) - 14:09, 1 February 2015
  • == Notes From The Producer: December 14th, 2010 == ...cs, etc. This should take care of nearly all the issues we're aware of at the moment (with a question mark on one issue, further testing needed), which i
    3 KB (572 words) - 12:26, 31 January 2015
  • ...m the AI. When freed, each of these outposts will gratefully decrease the AI Progress by 3 every hour.'' ...l maps.) This minor faction has a great impact on the [[AI War:AI Progress|AI Progress]].
    2 KB (413 words) - 06:03, 28 July 2016
  • ...their debut in AI War and were the subject of [[AI_War:The_Zenith_Remnant|The Zenith Remnant]] expansion, and are also a playable race in [[Stars_Beyond_ ...meters-long starship sized forms over time. The ramifications of human and AI creation and control of Zenith vessels has yet to be explored.
    3 KB (455 words) - 10:22, 21 October 2018
  • Several units have the '''Cloaking''' ability. While a unit is cloaked, enemies don't see it and c ...ft "Low Power" button or pressing the K key. That state can be reversed by the same mean to allow ships to exit cloak and attack.
    5 KB (849 words) - 02:35, 25 August 2016
  • ** Thanks to SInflux for the report. ...y. Also makes them a bit less of a farm for zenith viral shredders due to the lower health to eat.
    3 KB (514 words) - 13:41, 1 February 2015
  • ...et into the various special weapons that have always been a cornerstone of AI War. ...mobile and powerful, and present a more serious counterattack threat than the recently-added new guard posts, which are stationary. In other words, if yo
    4 KB (608 words) - 14:22, 16 June 2016
  • -The energy use of Mark II starships has been multiplied 5x. -The energy use of Mark III starships has been multiplied 10x.
    3 KB (470 words) - 13:35, 1 February 2015
  • ...action]]. They were introduced in the [[AI War:Light of the Spire|Light of the Spire]] expansion. ...more powerful than [[AI War:Starships|Starships]], spirecrafts are below [[AI War:Golems|Golems]], however they compensate by being far more versatile, p
    6 KB (885 words) - 12:50, 4 July 2022
  • == Notes From The Producer: August 18th, 2010 == ...ed sound subsystem that lets the game load faster, play multiple copies of the same sound effect at once (which sounds much better), and which avoids some
    5 KB (751 words) - 19:52, 1 February 2015

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