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  • * 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
  • * Fix a bug with the Fallen Spire unable to find a difficulty level ...le at all skill levels and to make the invasion time no longer the primary difficulty factor
    121 KB (19,168 words) - 04:22, 3 June 2024
  • 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

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