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  • =='''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 (17,794 words) - 03:09, 10 May 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
  • ...game will last a more average amount of time. Or if you want to crank the difficulty down and just steamroll the AI and play around with the mechanics, then tho
    8 KB (1,461 words) - 14:06, 1 February 2015
  • ...hey are entirely optional (in the sense of not required to win on standard difficulty levels) and things that some players enjoy doing to gain an added advantage ...g to sacrifice. Given my above notes about the game being an arms race of difficulty between the AI and the humans, it wouldn't accomplish anything except to ma
    9 KB (1,595 words) - 14:05, 1 February 2015
  • ...yle (4 in the base game, more coming in expansions), AI types (26 in three difficulty tiers in the base game, more coming in expansions), the enabled ship levels ...n simpler rules entirely divorced from the player, which scale up with the difficulty to simulate smarter AIs in this regard. No players have had an issue with
    20 KB (3,483 words) - 13:42, 1 February 2015
  • ...This behavior is so potentially deadly that it will only be used by AIs of difficulty 7 or higher." ...he issue with the auto-placement of harvesters, for reporting the AI's new difficulty with harvester attacks, for suggesting the update to Mark II Engineers, for
    16 KB (2,780 words) - 11:51, 16 September 2017
  • ...scoreboards has now been arrived at. This formula takes into account the difficulty level of both AIs, whether the player has a positive handicap relative to t -On difficulty 6 and up, AI home planets are now much less responsive to neutering. This
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...action difficulty slider. The previous constants are now what is used for difficulty 5, and the challenge goes up and down from there.
    4 KB (760 words) - 12:25, 31 January 2015
  • '''Custom Difficulty''' Normally these options are controlled by the difficulty level chosen (0-10), but you can set raw values here if you wish.
    5 KB (859 words) - 17:58, 7 July 2010
  • ...ontrolled by the humans before it can be damaged. These only get seeded on difficulty 4 and up. ...t will. But only the ones that don't allow for a natural progression of AI difficulty, and so short-circuit (and thus drastically break) the game. Deep striking
    6 KB (1,058 words) - 19:48, 1 February 2015
  • ** Multiply by difficulty modifier: *** use the higher of the two AI player difficulty numbers.
    5 KB (858 words) - 00:33, 8 March 2015
  • Regardless of the AI's difficulty level or the intensity of the Astrotrain minor faction setting, no Astrotra ...tor in determining how big an Astrotrain Convoy will be when it spawns. AI difficulty does not affect it.<br/>
    12 KB (1,903 words) - 14:24, 17 January 2017
  • ...o complete is dependent on your difficulty settings. A higher citybuilding difficulty adds more bonus levels to the Overlord.
    7 KB (1,169 words) - 19:51, 1 February 2015
  • ...by 20. This is lowered to 15 on difficulty 8+, and 10 on 9+.''' The higher difficulty AI is used if the two are different.
    541 bytes (76 words) - 20:48, 26 April 2015
  • ...t that monument in any settlement. If disabled, players may not modify the difficulty settings unless they have been specifically granted permission (by default,
    8 KB (1,228 words) - 02:24, 1 September 2012
  • ...raft. The Battleship can also mount multiple equipment modules. Due to the difficulty in producing these ships, these need to be researched at the Spire Galactic ...aft. The Dreadnaught can also mount multiple equipment modules. Due to the difficulty in producing these ships, these need to be researched at the Spire Galactic
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  • * The difficulty of the blue shooting flowers and the flame birds have been toned down, as t ...of player 2 are now invulnerable, so that they aren't contributing to the difficulty (or frustration) of any sections of the game.
    78 KB (13,097 words) - 17:26, 2 February 2015
  • ...ze]] greatly influence difficulty, the map style too has a great impact on difficulty, depending on [[AI War:Minor Factions|Minor Factions]] and [[AI War:AI Plot
    6 KB (1,073 words) - 03:25, 16 August 2016
  • ...ou can do it, but it is very hard, and it's definitely not viable when the difficulty is high (which isn't really addressed here yet, but that's beside the point ...ape menu now has a section on the right like in TLF that shows the current difficulty, time played, time started, and your current profile name.
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ...its type, it doesn't have another one. If the AI has a [[AI War:Difficulty|Difficulty]] of 7 or more, it gains one more blueprint, still based on map seed, but d
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  • ** These have three different difficulty ratings, and the game aims to give you a mix of those to choose from at the * The number of turns that AI saucers are holographic is now based on the difficulty level. Previously it was always 5. Now it is:
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  • |'''difficulty''' '''bot & traps difficulty'''
    3 KB (445 words) - 09:18, 2 June 2016
  • ...d size that depend on several factors such as the AI's [[AI War:Difficulty|Difficulty]], the current [[AI War:AI Progress|AI Progress]] and the [[AI War:AI Types
    5 KB (878 words) - 14:09, 29 November 2016
  • ...(can serve as stealth bot alarm). But it can get ridiculous even on misery difficulty during the second half.
    14 KB (2,264 words) - 05:33, 12 January 2019
  • **If the difficulty is set lower than the specified one, this bullet does not fire. **If the difficulty is set higher than the specified one, this bullet does not fire.
    19 KB (2,981 words) - 12:51, 5 January 2018
  • **If the difficulty is set lower than the specified one, this modifier has no impact on the gam **If the difficulty is set higher than the specified one, this modifier has no impact on the ga
    10 KB (1,520 words) - 18:48, 2 July 2018
  • ...e player is in the "test chamber" that could cause exceptions if there was difficulty parsing the map type out of the savegame (but otherwise things were fine in ...points to unlock a new bonus fleet ship type. This is configurable in the difficulty xml data.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...DO have a compelling reason, as you inevitably will if you play on higher difficulty levels, you'll be glad those turrets are there!
    2 KB (317 words) - 13:47, 1 February 2015
  • ...re out where stuff is? This is especially noticeable when I play on higher difficulty levels.
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  • '''Q:''' With AI players of difficulty 6 and up, the AI's frequently send in massive numbers of enemies and destro
    2 KB (310 words) - 14:09, 1 February 2015
  • '''Q:''' With AI players of difficulty 5 and up, Astro Trains keep coming through my planets and shooting up my st
    2 KB (296 words) - 14:04, 1 February 2015
  • ...er things are going really well for you (are you playing on an appropriate difficulty for your skill level?), or you're not properly managing your fleet producti
    1 KB (192 words) - 10:15, 10 February 2015
  • ...mage to 2/3 of the ships in the game. If you're playing on a suitably low difficulty you can get away with this, but once the AI is harder you'll simply take to
    1 KB (267 words) - 13:51, 1 February 2015
  • ...et Attack With 1 Second Left On The Timer; use with caution, especially on difficulty 8+, as this will likely kill your framerate - added in 3.101)
    10 KB (1,688 words) - 10:27, 24 October 2018
  • ...eeded, in my opinion, except for extremely advanced play (for instance, on difficulty 10 I can't think of any other way that someone could possibly win).
    4 KB (687 words) - 14:10, 1 February 2015
  • * Starting with simply two Random Easier AIs on a difficulty that is appropriate for you is often a good way to get started, too.
    2 KB (277 words) - 20:45, 22 May 2016
  • ...ans you have to pick and choose between rewards to capture. Certainly the difficulty involved in securing and then holding that reward also plays a part. In so
    28 KB (4,560 words) - 19:50, 1 February 2015
  • -The AI is now smarter about how it tactically handles its ships on difficulty 5 and up. It now evaluates the strength of the enemy forces and the desira
    3 KB (470 words) - 13:35, 1 February 2015
  • ...the AI players were mistakenly not including the AI number (1 or 2) or the difficulty level. Fixed.
    3 KB (445 words) - 13:35, 1 February 2015
  • -On AI Difficulty 5 and up, the AI now uses smarter targeting.
    5 KB (872 words) - 11:50, 16 September 2017
  • ...oaking, but also don't get destroyed when they damage enemy ships. Higher-difficulty AIs have a better chance of having more minefields made of these.
    3 KB (612 words) - 11:52, 16 September 2017
  • -The game now scales downward better for maps smaller than 80 planets. The difficulty should now be more on par with what the 80-planet maps provide. More appro
    14 KB (2,434 words) - 13:38, 1 February 2015
  • ...so, wormhole reinforcements in general have been toned down a bit until AI difficulty 8.
    18 KB (3,048 words) - 19:47, 1 February 2015
  • -Fixed a bug that was causing the difficulty level of a board to be reset on "play again."
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  • -halved time-to-evaporate for ice and fire blocks at all difficulty levels
    6 KB (945 words) - 16:41, 6 May 2010
  • ...you wouldn't see that much; it's entirely possible you're on too low of a difficulty there.
    10 KB (1,936 words) - 19:48, 1 February 2015
  • ...bam—suddenly I've lost. Of course, I've been playing that mode on action difficulty 3 in the first place. ;)
    7 KB (1,235 words) - 12:25, 31 January 2015
  • ...e is won by dropping a certain number of blocks (which increases by action difficulty) into the well.
    8 KB (1,386 words) - 12:25, 31 January 2015
  • * The difficulty of adventure levels 16 and 22 have been adjusted downward.
    15 KB (2,604 words) - 12:25, 31 January 2015
  • ...er victory conditions (or run out the timer) first. The higher the action difficulty, the faster the speed increases.
    16 KB (2,663 words) - 12:25, 31 January 2015
  • ...bug where defining initial water level and either items-in-stock or custom difficulty would lead to a corrupted level.dat file.
    8 KB (1,365 words) - 12:26, 31 January 2015
  • ** You can adjust the difficulty by giving yourself a handicap if it's too easy or hard -- don't despair!
    15 KB (2,610 words) - 19:53, 1 February 2015
  • * Adventure levels 24, 46, 48, 50, 53, and 54 have had their difficulty fine-tuned.
    5 KB (887 words) - 12:26, 31 January 2015
  • **Depending on difficulty (the higher the more), a number of the new Home Human Settlements and Human
    1 KB (220 words) - 14:03, 1 February 2015
  • ...re currently four general classes of bosses, listed in increasing order of difficulty:
    2 KB (263 words) - 23:03, 17 February 2012
  • *Difficulty Shrine
    18 KB (2,364 words) - 15:17, 18 May 2012
  • ...ith. The AI starts with at least 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 mor
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ...ans you have to pick and choose between rewards to capture. Certainly the difficulty involved in securing and then holding that reward also plays a part. In so
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ...is not missile-based and has a Refractive bonus, do so. Due to the extreme difficulty in killing vampire claws once they have reached engagement range, transloca
    2 KB (387 words) - 14:53, 17 February 2015
  • ...oing to send two Exogalactic Strikeforces if they are both enabled at Hard difficulty. The Botnet Golem's weapon is called the Insanity Inducer, a smaller versio
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  • Due to the difficulty of operating large Spire ships in our galaxy, these require research & deve
    16 KB (1,520 words) - 17:55, 27 February 2013
  • Due to the difficulty of operating large Spire ships in our galaxy, these require research & deve
    17 KB (1,924 words) - 22:42, 1 March 2012
  • ...-- nobody said this was supposed to be easy! Unless you crank the combat difficulty down -- then it really is not hard (our goal isn't to exclude anyone, but t
    11 KB (1,889 words) - 19:51, 1 February 2015
  • ...an level up your spells once more, and then, depending on the Citybuilding difficulty, the Overlord will still have a much higher level than you, and you'll need
    7 KB (1,311 words) - 19:51, 1 February 2015
  • ...troy everything that is not a core MkV ship, this can prove useful in high difficulty play sessions.
    5 KB (656 words) - 13:28, 17 March 2020
  • ...e heavily influenced in their size by both the current AI Progress and the difficulty level of the AI controlling this post.
    5 KB (733 words) - 20:46, 26 April 2015
  • ...e heavily influenced in their size by both the current AI Progress and the difficulty level of the AI controlling this post.<br/>Once a CPA wave is triggered by
    3 KB (461 words) - 09:50, 9 July 2016
  • ...ormholes. The number of wormhole guard post on each wormhole depends on AI difficulty and type. The Bouncer [[AI War:AI Types|AI Type]] replaces all wormhole gua
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  • These are given to you in your home system at game start. As the difficulty level increases, more of these structures are given to you to give you a sl
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  • Given to you in your home system. As the difficulty level increases you are given more of these for a slight resource bonus.
    2 KB (197 words) - 17:33, 25 April 2015
  • ...ch has the side effects of giving 1 HaP and of raising AIP floor by .2 (on difficulty 7 or less) while decreasing total AIP by 1. Each tick also consume HaP: 1 f
    13 KB (2,173 words) - 05:59, 28 July 2016
  • ...urpose is to plant the hub of a new city on another planet.<br/>Due to the difficulty of operating large Spire ships in our galaxy, these require research & deve
    2 KB (293 words) - 23:24, 9 April 2012
  • ...gh damage beam excellent at taking out larger ships and structures but has difficulty targeting smaller ships.<br/>When the Spire Beam Weapon fires it targets a
    8 KB (1,407 words) - 22:10, 1 February 2015
  • ...e size, minimum of 6, maximum of 20). These can significantly increase the difficulty of the final assaults.
    1 KB (168 words) - 03:23, 11 February 2013
  • ...ncreased 1.3x, as those were less popular with many players because of the difficulty learning to hit with them.
    14 KB (2,208 words) - 13:39, 14 July 2015
  • The Greek and Norse have different strengths and weaknesses. This is the difficulty to balance their power against each other.
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  • Everytime you win a game (not with Tutorial difficulty) your profile level increases by one. The maximum is 13.
    854 bytes (96 words) - 16:34, 22 April 2016
  • ...ulate as time passes. The point cap and rate of accumulation are based on difficulty and AIP, capping out at around 200 AIP. Destroying reserve ships lowers th
    2 KB (374 words) - 01:11, 30 July 2018
  • ...egory Betrayal From Within. If that amount reaches 1000ish (but varies by difficulty), they will leave to form or join TB. TB does not dissolve; for the fed to
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  • #REDIRECT[[AI War:Choosing A Difficulty Level]]
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  • ** The specific values will later vary by difficulty, but right now are 2k and 100k respectively.
    59 KB (9,843 words) - 15:39, 19 November 2015
  • The difficulty of the Minor Faction influence the quantity of spawned golems.
    2 KB (279 words) - 04:23, 21 July 2016
  • ...s that the frequency can no longer be based around things like what the AI difficulty level is. But frankly, that's something that makes the AIs feel less uniqu
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...her high Hacking point availability due to added factions, or high hacking difficulty caused by very high level AI's.)
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