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  • [[AI War 2: The Final Cycle]] ...tically improves... performance, multiplayer correctness, how easy or hard the game is to code to, etc.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • [[AI War 2: The Great Refactor]] ...to really get rid of a TON of annoying things and things that slowed down the simulation or made networking have issues, or otherwise.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • [[The Last Federation Post-1.0 Release Notes]] * The vote to join existing federation text was using skylaxian-sounding terminol
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...Spirecraft - Hard" minor factions to not specifically state that the extra attacks include golems or spirecraft, since there's no guaruntee of either. ** Spawns now only happen when the marauder counter is "fully charged" (40 for diffs < 9, 80 otherwise) instea
    367 KB (58,728 words) - 12:16, 16 September 2017
  • [[AI War 2: Finalizing Multiplayer]] ...ut it wound up taking over four months and touching almost every aspect of the game. A more detailed writeup can be viewed [https://store.steampowered.co
    563 KB (96,029 words) - 12:31, 14 April 2021
  • [[AI War 2: Interlude And Refinement]] ...to us. It was a really useful period in that regard, and by the end of it the alpha was in a stable enough status that we did get some questions of "why
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...18. 1110 distinct changes were made as part of 38 different releases over the course of 60 days. 80 Players are thanked in this series. Some of the most common names this time around are:
    304 KB (51,505 words) - 19:51, 1 February 2015
  • [[AI War 2:The Paradigm Shift]] ...This phase did see a major UI overhaul for attractiveness and theming, and the number of mods and ease of using them rose quite a lot.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • [[The Last Federation Post-2.0 Release Notes]] * On normal difficulty and up, the number of spy probes per spacefaring race in deliver spacefaring tech missi
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...eed! 778 distinct changes were made as part of 36 different releases over the course of 51 days. ...players. We sincerely thank each and every one of those players who played the game in Boston.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • * Patch notes for game version 6.001 and up can be found at [[AI War:Current_Post-6.000_Beta|Current Post 6.000 Beta]]. * Updated the player-community credits to reflect contributions during the 5.0-to-6.0 run. Thanks everyone!
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...ed! 1063 distinct changes were made as part of 44 different releases over the course of 114 days. * The Ability to swim!
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...ural Wonders are now limited on what map types they can appear on based on the terrain types. So you no longer get really strange natural wonders showing ...he same, but which have visuals that fit in with the martian scenery now. The remaining 10 natural wonders simply will not be present on mars -- but ther
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...iod! 800 distinct changes were made as part of 62 different releases over the course of 56 days. For extended thoughts about the design decisions during this period, please see [http://christophermpark.bl
    278 KB (45,949 words) - 19:51, 1 February 2015
  • [[AI War 2: Post Completion Part II]] ...se notes became too long and a successor page was created in order to keep the length down.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • [[AI War 2: Pre-Early Access Polish]] ...ty.com/games/573410/announcements/detail/1732082664630714967 "Retrieval of the Lost Arks" Plus an Essay, Apparently.].
    260 KB (44,014 words) - 13:36, 4 October 2018
  • [[AI War 2: The Refinement of Fleets]] ...ake this clearly the superior product in terms of playability, fun factor, the amount of fun thinking-about-interesting-challenges you do during gameplay,
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...lish actions against underground buildings would be interpreted as against the surface building above them. Thus preventing demolishing something under a ** Thanks to tadrinth for the report and save
    208 KB (34,773 words) - 19:15, 5 June 2015
  • == Statistics For The Curious == * The combined release notes for those 53 betas total over 360 kilobytes of text.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • [[AI War 2: Pre-And-Post Launch Polish]] ...reas of the game at the same time. Finally implementing the new lobby and how a lot of that works, for instance. So a whole bunch of great things happen
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...th. 549 distinct changes were made as part of 29 different releases over the course of 95 days. This comes to nearly 6 changes per day. ...yers are thanked in this series (50 more than in the beta period). Some of the most common names this time around are:
    150 KB (24,846 words) - 12:25, 31 January 2015
  • [[AI War 2: Sunset of The Badger Era]] ...equivalent of "first AI War plus four expansions," we were ready to tackle the next big thing: multiplayer!
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...eed! 640 distinct changes were made as part of 40 different releases over the course of 43 days. A player is thanked in at least 307 of those changes. * The Intro Mission
    192 KB (32,418 words) - 19:50, 1 February 2015
  • == Statistics For The Curious == ...hp/topic,11809.msg125187.html#msg125187 One does not simply stroll through AI War patch notes], indeed.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • [[AI War 2: Building Multiplayer]] ...st expansion (released at the end of this phase), and an unexpected ton of AI improvements.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • * Added Mouse tab to the Input Bindings screen; it's just a static listing of controls and cannot be ...a game with an expansion disabled when the "last used" AI Type for one of the AIs requires that expansion.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • [[AI War 2: Final Pre-Beta Checks]] ...BL light source that is much bluer and also brighter, changing the look of the dark side of ships and objects.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • == Statistics For The Curious == ...July 16), AND a signficant period with no public releases while we ported AI War from .NET/SlimDX to Unity3D.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...rd. 620 distinct changes were made as part of 34 different releases over the course of 20 days. 28 Players are thanked in this series. Some of the most common names this time around are:
    132 KB (22,317 words) - 12:25, 31 January 2015
  • == Statistics For The Curious == ...were (as always) a huge help. 123 Players were thanked over the course of the 500 individual changes that were made.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • [[AI War 2: The Pivot]] == Version 0.722 Down the Wormhole ==
    161 KB (27,377 words) - 16:31, 24 April 2018
  • NEW ART -All of the new art is by Philippe Chabot except where here noted. -The Leech Starship has all-new graphics, and the Raid Starship graphics have been much improved.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • This is for pre-release testing for the Zenith Onslaught. It was used for patch notes as well. It is now out of dat ...Feel free to change anything to your taste. Also check out the section at the bottom of this wiki page for some ideas and mechanics you might find useful
    113 KB (18,449 words) - 16:11, 1 June 2021
  • [[AI War 2: The Era of Discovery]] == What was the "Pivot?" ==
    154 KB (26,552 words) - 11:21, 1 August 2018
  • [[AI War 2: The Grand New AI]] ...were having fun with. But inevitably, the more people we had playing it, the more things get brought to our attention to refine and make as smooth and f
    179 KB (30,218 words) - 23:28, 1 January 2020
  • [[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
  • ...rdness when someone opened the customization window before closing both of the initial city map tutorial messages. ** Thanks to Pepsisolo for the report.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • Patch notes for game version 8.001 and up can be found at [[AI War:Current Post-8.000 Beta]]. ...es in 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
  • ...e-shot bursts in a brief sequence rather than all at once, to give more of the desired visual effect (gameplay impact should be minimal) : * Fixed bug where enclave starships (the normal ones, preservation wardens, and roaming enclaves) were not being con
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...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
  • '''Welcome to AI War 2!''' ...Tower Defense. You'll be continuously commanding units in battle, explore the galaxy, and defend your planets all at once.
    44 KB (7,548 words) - 13:50, 25 April 2022
  • [[AI War 2: The Arrival of Fleets]] ...t some new content in place as well as continuously refining huge areas of the game.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • Energy Storm (replacing the prior Thor track, which was often unpopular) -The way that build queues work has been completely revamped; the time required to build queue-based ships is now based on their metal/crysta
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...ers (multiplier is 1 + 0.33 for each additional player now instead of just the number of players). AI Updates
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...at are actually limitations, these are shown as 'Ability: (Limitation)' in the list below.<br/> A ship's abilities can be found in the ship description pop-up just below the ships numerical values (which are in white) in light gray text.<br/>
    17 KB (2,941 words) - 22:08, 1 February 2015
  • * Floor skipping abilities will no longer work on the last floor of the run. * Fixed a bug where the space invaders boss's little spawning guys were granting absolutely obscene
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...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
  • ...s, which can be modified in the game setup. Descriptions below will assume the default allegiance. ...n starting a new game. If you are a strong player (able to beat a Moderate AI at 8+) then this advice may not really applicable, though it may still be i
    23 KB (4,003 words) - 17:01, 6 August 2022
  • ...ies can be found in the 3journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". During a recent routine scan for variations in the AI's warp grid, our personnel detected an abnormal subspace signal near our ow
    41 KB (6,782 words) - 12:38, 27 February 2015
  • [[category:AIWarZR]][[File:AIWarZRLogor.jpg|center|The Zenith Remnant]]<br/><b>Every planet is a choice. Every choice has a conseq ...choices as a player more varied than ever. Do you risk total war with the AI by capturing and rebuilding a massive golem? Do you procure defensive super
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ...issue where the quality of the underground tiles and the building icons in the game were showing up with a very cruddy quality. ...uilding to actually build, the listboxes on the left would jump back up to the top annoyingly.
    59 KB (9,843 words) - 15:39, 19 November 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
  • =What exactly is added via The Zenith Remnant expansion?= ...ships. But that's more than a little vague. Here, specifically, is what the expansion adds:
    28 KB (4,560 words) - 19:50, 1 February 2015
  • =='''How Do I Know What Difficulty Level To Play On?'''== ...e much experience with this game (hopefully you have played through all of the in-game tutorials already at this point, though -- they are invaluable even
    40 KB (7,197 words) - 01:47, 5 October 2016
  • ...n a stacked_image node, and a modifier node, all of which are sub-nodes of the entity. ...in the code <entity name="Goldbug">, name is the attribute and Goldbug is the value for that attribute.
    50 KB (8,387 words) - 14:20, 21 May 2018
  • ...th targets, crashing into them for extreme damage and destroying itself in the process. Unable to hit smaller ships.<br/>Spirecraft are built from a [[Sp ...Boosts, Armor Boosts, Speed Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, Being Insta-Killed,
    5 KB (534 words) - 02:15, 8 October 2016
  • -Force fields are now a new category of their own, separate from the general "heavy defense" category. ...force fields, and are thus able to shoot ships under them. They also have the same small bonus against force fields.
    20 KB (3,494 words) - 13:39, 1 February 2015
  • ...file has a separate high scores list, so changing the profile also changes the high scores list. ...modifiers, and all the other relevant start-game factors, multiplied times the Score Over Time. This allows for consolidated, meaningful online leaderboa
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...ctory, rather you have to destroy both AI Home Command Stations to win and how you do that is left totally up to you.<br/><br/> ...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
  • <big>'''How Do Basic AI Reinforcements Work?'''</big> ...hese are the two major ways in which the AI is able to get new ships after the game has started.
    16 KB (2,944 words) - 15:36, 24 April 2015
  • ...er of people, if they had multiple network adapters on their machine, then the WWW loads from their own disk would load incredibly slowly. We didn't know ...oad noticeably faster than before. This should also bypass the issue that the WWW class had with getting oddly slow (if it doesn't, then something _serio
    48 KB (7,844 words) - 17:22, 2 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
  • ...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
  • ...no data prior to the time the savegame was loaded into the new version of the program. -The tutorials and in-game hover text have been updated to make it clearer that
    22 KB (3,797 words) - 13:38, 1 February 2015
  • * Added some explosives around the generator in the Two Factor challenge room for players without a launcher. ...aky issues in the Two Factor challenge room that could potentially prevent the room clear from triggering normally.
    47 KB (7,365 words) - 20:22, 26 January 2024
  • Ready/NotReady in the Lobby ...d/remove players, and change player colors. A full sync is required after the contents of this panel are saved.
    29 KB (4,906 words) - 13:40, 1 February 2015
  • ...] kickstarter goal, and draw further inspiration from the [[AI War:What Is The Fallen Spire Minor Faction|Fallen Spire Minor Faction]] from AIWC. ...umber of minor factions have unique attributes that can only appear during the spire campaign.
    23 KB (4,043 words) - 14:00, 6 April 2022
  • == The Original AI War == ...immediately distinctive thing in the game. Heck, it's even right there in the title!
    17 KB (3,033 words) - 12:27, 18 September 2020
  • ...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
  • ...s.png|100px|left|Modular Fortress Command Station]] || valign="top" | Most AI command stations are relatively fragile targets. <br/>THIS command station ...d Boosts, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs || {{AlgC
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  • ...want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]]. ...be <b>much</b> harder. Therefore, our intention is that it be much harder the first time you try it ;)
    30 KB (5,095 words) - 15:36, 22 December 2016
  • This unit is a [[AI War:Fortresses|Fortress]] and shares some perks with the other types. Unlike normal Fortresses, these do not require [[AI War:Supply|Supply]] and are not disabled by lack of it.
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  • [[File:AIWarLotS.jpg|center|Light of the Spire]]<br/> <b>The Spire are coming...</b>
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  • == 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).
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  • <big>'''What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?'''</big> ...rd that the AI here is something new and different, but I'm wondering what the high points of this explanation are?
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  • ...at a further range than the mirror can shoot on its own.<br/>Part of the [[AI War Expansion 1: Zenith Remnant|Zenith Fleet]] == How to use in your fleet ==
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  • ...bled in any combination with each other, and in combination with the usual AI types, plots and map styles. These minor factions exist on planets from ga ...set 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
    31 KB (5,110 words) - 15:35, 22 November 2018
  • =What exactly is added in the Light of the Spire expansion?= ...at, it adds a ton of more types of large ships, notably the spirecraft and the bonus ship types. In all, there are 180 new ships added in this expansion,
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ...these (especially if the Andor planet is seeded with The Ark) could render the Andors completely invincible because it leads to "birth" rates of over 7 bi ...h they are constructed, as otherwise destroying them doesn't actually stop the massive manufacturing spree.
    34 KB (5,632 words) - 20:40, 14 November 2017
  • == AI Updates == -added support for AI plots, which are enabled in the new "AI Plots" tab in the new game lobby.
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ==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
  • === How Do I Survive Mirrors? === '''A From CRCGamer:''' The Dark Mirrors have a variety of ways you can partially mitigate what they do
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  • ...t desert their posts. This is in addition to the existing 50% chance when the enemy command station is lost. ...known Path" no longer flashes next to each planet on the galaxy map before the actual number of hops are calculated.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • ...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/>
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  • * 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.
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  • ==What Effect Do AI Progress Increases Have On The Game?== ...AI gains higher Mark and greater numbers of ships for waves, cross planet attacks, and when reinforcing worlds.
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  • ...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
  • ...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.'''
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  • == The Scourge == ...1762476 Nemesis] kickstarter goal, and draw further inspiration from the [[AI War:Hybrid Hives|Hybrids]] from AIWC.
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  • ...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
  • == A Note To Players from AI War Classic == ...game (note that metal is discussed on that page but not counted as one of the 8 basic stats).
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  • ...zul Youngling Weasels]] to aid it when attacking.<br/>This ship is part of the [[Neinzul Roaming Enclaves]] minor faction that can be enabled during game == How to use in your fleet ==
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  • ...e damaged vessels. They are unable to do further damage to the ship after the explosion, but can reclaim it once it is sufficiently weakened. [[AI War Expansion 2: Children of Neinzul|Youngling ships]] are all exceedingly
    3 KB (397 words) - 11:54, 16 February 2015
  • ...) for the player destroying it (at some AI Progress cost).<br/>Increases [[AI Progress]] by 1 when destroyed or scrapped. ...r}} | Sniper Shots, Minor Electric Ammo, Attrition, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, Being Insta-Killed |
    3 KB (372 words) - 10:39, 23 June 2015
  • ...le of mounting a variety of weapon modules. Those modules are produced by the ship itself.<br/> The Destroyer has 2 Small, 2 Medium and 1 Large(Forcefield) module slot.
    11 KB (1,230 words) - 20:42, 1 March 2012
  • ...le of mounting a variety of weapon modules. Those modules are produced by the ship itself.<br/> Due to the difficulty of operating large Spire ships in our galaxy, these require rese
    16 KB (1,520 words) - 17:55, 27 February 2013
  • ...le of mounting a variety of weapon modules. Those modules are produced by the ship itself.<br/> Due to the difficulty of operating large Spire ships in our galaxy, these require rese
    17 KB (1,924 words) - 22:42, 1 March 2012
  • ...le of mounting a variety of weapon modules. Those modules are produced by the ship itself.<br/> The Cruiser has 2 eXtra-Small, 2 Small, 2 Medium, 2 Large and 1 eXtra-Large(For
    14 KB (1,619 words) - 20:41, 1 March 2012
  • ...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 ==
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  • 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
  • =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
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  • ...oom level will be changed. This is not kept between saving and loading of the game. -The ship selections are now remembered when players switch between one planet a
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  • ...Scout]] || valign="top" | Unarmed, [[AI War:Cloaking|cloaked]] ship with [[AI War:Intel|Intel]] gathering ability. The Mark IV version is immune to Tachyon Beams.
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  • ...ve a maximum amount of damage they can do to a single target.<br/>Finally, the explosion of this warhead is so violent that no salvage is left for recover ...AI War:Warheads|Warhead]]. Specifically, it increases [[AI War:AI Progress|AI Progress]] by 2/4/6 (Mk. I/II/III) when destroyed.
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  • <big>'''How To Use Preferred Targets To Make Up For Deficiencies In Your Ship Mix'''</b ...ps that are best equipped to attack the shuttles won't do so until late in the battle. Are they choosing targets at random, or what? Ships also don't se
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  • ...lly the maximum total possible that this device can deliver (regardless of the number of targets in range). ...AI War:Warheads|Warhead]]. Specifically, it increases [[AI War:AI Progress|AI Progress]] by 1/2/3 (Mk. I/II/III) when destroyed.
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  • ...r energy produced as a byproduct of their freeze chambers.<br/>Increases [[AI Progress]] by 1 when destroyed. Produces 400 [[Energy]]. ...Effects, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Force Fields, || {{AlgCtr}} |
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  • ...ing a moderate amount of metal, but the [[AI Progress]] will go up by 5 if the city is destroyed. Produces 50 [[AI War:Metal|Metal]].
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  • <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.
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  • ...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
  • ...teleporting ships face. On planets with a higher mark than the jumpship, the jumpship expires in about twenty seconds, however.<br/>Spirecraft are built Mark V jumpships (and only Mark V) are immune to [[AI War:Black Hole Machine|Black Hole Machines]] (new in [[AI_War:Current_Post-
    8 KB (1,023 words) - 13:18, 28 October 2017
  • <big>'''How Do I Defend My Ever-Expanding Fronts?'''</big> ...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
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  • ...://www.arcengames.com/forums/index.php/board,24.0.html dedicated board] in the Arcen Games forums. ...resent.3F|AI Progress]], a measure of the strength of the AIs' response to the player(s).
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  • ...enith Ships that will spawn when the reserve is destroyed.<br/>Increases [[AI Progress]] by 1/2/3/4/5 (Mk. I/II/III/IV/V) when destroyed. ...r}} | Sniper Shots, Minor Electric Ammo, Attrition, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, Being Insta-Killed |
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  • ...eases with the charge the ship has accumulated, up to a maximum of 5 times the strength of Firefly's normal shot. == How to use in your fleet ==
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  • 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.
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  • ...e Humans.<br/>Each [[Spire Shipyard]] supports four of these frigates, and the [[Spire Outpost|Refugee Outpost]] supports an additional four. ...ck Hole Machines Armor Boosts Tractor Beams Reclamation Paralysis Attacks Nuclear Explosions Being Insta-Killed EMPs || align="center" |
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  • ...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
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  • == How to use in your fleet == ...st expect to lose them all once they drop their cloak when they attack and the [[Fortress]] responds.....
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  • ...cost beyond the health of the golem. The regeneration function stops when the golem drops to 10% health or lower. ...used by the AI (as part of the Golemite [[AI War:AI Type|AI Type]] or an [[AI War:Exogalactic Strikeforce|Exogalactic Strikeforce]]), it has 50% of its n
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  • ...obile for a full reload cycle before it can fire. When it fires, however, the enemy will feel it. ...eld (or forcefields near that forcefield) with 6.25% of the damage done to the forcefield.
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  • ...argets. The drones are thus very effective at taking smaller ships out of the fight but can not affect [[Immunities|Tractor Immune]] ships. == How to use in your fleet ==
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  • == How to use in your fleet == ...s in the fleet, and cloaked. Out-range even [[Missile Frigate]]s, although the Raptor's automatic retreat range will allow them to be hit so manual contro
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  • ...'s page), the mining enclosure becomes the spirecraft when construction of the mining enclosure reaches 100%. ...Structural || align="center" | Fusion Cutters Reclamation Paralysis Attacks Transport Swallow Force Fields || align="center" |
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  • ...hter that fires shots that cause enemy targets to be teleported far across the current planet when they are hit. == How to use in your fleet ==
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  • ...being boosted will have thin yellow lines connecting the Armor Booster and the ship being boosted. == How to use in your fleet ==
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  • ...nexpensive, low-powered ship attracts all incoming missiles to itself from the nearby area. [[AI War Expansion 2: Children of Neinzul|Youngling ships]] are all exceedingly
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  • ...ar: Spirecraft Mining Enclosure|Spirecraft Mining Enclosure]] built by a [[AI War:Spire Mining Ship|Spire Mining Ship]]. ...Boosts, Armor Boosts, Speed Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Being Cl
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  • ...hredders of a specific level than the natural ship cap on a single planet, the build points required to replicate will increase exponentially. == How to use in your fleet ==
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  • |[[File:AIWarImpluseEmitter.png|left|Impulse Emitter]] || valign="top" | Attacks with ammo that reacts with enemy energy sources, doing much higher damage t == How to use in your fleet ==
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  • ...y are both enabled at Hard difficulty. The Botnet Golem's weapon is called the Insanity Inducer, a smaller version of which can be used by Shadow Vessels/ ...t Golems constructed by the [[AI War:AI Types|Golemite AI Type]] have half the normal health.
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  • ...r/>Increases [[AI Progress]] by 6/12 (Mk. I/II) when destroyed while under AI control. ...Boosts, Gravity Effects, Attrition, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Being Insta-Killed, EMPs || {{AlgCtr}} |
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  • ...used by the AI (as part of the Golemite [[AI War:AI Type|AI Type]] or an [[AI War:Exogalactic Strikeforce|Exogalactic Strikeforce]]), it has 50% of its n ...ts, Radar Dampening, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs || {{AlgC
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  • ...lem]] || valign="top" | This incredibly tough golem can blast through even the strongest armor with wave after wave of intense plasma-flame. ...used by the AI (as part of the Golemite [[AI War:AI Type|AI Type]] or an [[AI War:Exogalactic Strikeforce|Exogalactic Strikeforce]]), it has 50% of its n
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  • ...used by the AI (as part of the Golemite [[AI War:AI Type|AI Type]] or an [[AI War:Exogalactic Strikeforce|Exogalactic Strikeforce]]), it has 50% of its n ...oosts, Armor Boosts, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs || {{Alg
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  • ...ps on the current planet; they cannot be directly controlled, cannot leave the current planet, and lose health slowly over 3 minutes. The Golemite [[AI War:AI Type|AI Type]] doesn't use that kind of golem.
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  • ...eld does not shrink as it takes damage.<br/>The AI version is armed as per the table below and its force field shrinks as it takes damage.<br/><br/>Spirec ...Boosts, Armor Boosts, Speed Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Repair |
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  • ...than the current wave level for the controlling AI player.<br/>Increases [[AI Progress]] by 5 when destroyed. ...Effects, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Being Insta-Killed, EMPs || {{AlgCtr}} |
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  • ...n ship that increases the speed of all friendly non-minor-faction ships in the current system by a large amount. ...Boosts, Gravity Effects, Attrition, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, EMPs || {{AlgCtr}} |
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  • Exploits the special properties of the metal normally used in construction to produce a large amount of energy. These really are very expensive to run, so make sure you've built all the [[Energy Collector|Energy Collectors]] you can before building one of these
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  • ...eir own. These Foldouts are cloaked and invulnerable to the AI, however if the capturing player's Advanced Factory is destroyed, all Foldouts spawned by t ...ral || {{AlgCtr}} | Minor Electric Ammo, Attrition, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, Being Insta-Killed |
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  • ...ge, but a strong attack.<br/>Excellent against heavily defended targets in the same manner as bombers. == How to use in your fleet ==
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  • ...ve no other orders.<br/>While inside, Neinzul ships are regenerated at 10x the inverse of their normal self-attrition rate, and then are automatically eje ...| {{AlgCtr}} | Fusion Cutters, Minor Electric Ammo, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, Being Insta-Killed,
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  • [[AI Progress]] goes up if this is destroyed.<br/>Produces 600,000 [[Energy]]. ...} | Fusion Cutters, Minor Electric Ammo, Attrition, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, EMPs, Translocation
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  • ...ad causes the AI Progress to increase by some amount (the amount varies by the warhead).<br/> Allows the construction of the [[Lightning Warhead]], [[Armored Warhead]], [[EMP]], [[Tachyon Warhead]], a
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  • ...eir own. These Foldouts are cloaked and invulnerable to the AI, however if the capturing player's Advanced Starship Constructor is destroyed, all Foldouts ...ral || {{AlgCtr}} | Minor Electric Ammo, Attrition, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, Being Insta-Killed |
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  • ...middling-health artillery weapon that does damage based on a percentage of the enemy ship's remaining health (not to be less than 1 damage). This is most ...Boosts, Armor Boosts, Speed Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs || {{AlgC
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  • ...ble to fire for the next half hour. This ship is Blind, and thus requires the support of scouts or other similar ships to see its target, but otherwise i ...Boosts, Armor Boosts, Speed Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, Being Insta-Killed,
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  • ...ary but can be given a way point in the same way constructors can allowing the setup of patrol loops across your planets. ...Fusion Cutters, Black Hole Machines, Tachyon Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, Mines || {{Alg
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  • ...homeworlds, collector output scales up to help adjust for the increase in the number of ships that you can build.<br/> ...our [[Command Station]] in a system is destroyed, your Energy Collector in the system is destroyed also.
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  • ...cts <br/>Tractor Beams <br/>Reclamation <br/>Being Scrapped <br/>Paralysis Attacks <br/>ransport <br/>Swallow <br/>Nuclear Explosions <br/>Being Insta-Killed == How to use in your fleet ==
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  • ...its own right, but primarily attacks by launching miniaturized versions of the [[Lightning Warhead]] (that do not increase AIP when detonated, of course)< == How to use in your fleet ==
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  • == How to use in your fleet == ...ses against [[Fighter]]s, and a motley of other light and rare hull-types. The philosophy of this ship is to attack lightly armoured targets before they g
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  • ...ursed Golem is much less durable and decays much faster than other golems (the decay stops when powered down), but can project its high firepower over eff The Golemite [[AI War:AI Type|AI Type]] doesn't use that kind of golem.
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  • #REDIRECT [[AI War:Flagship]] ...in its own right.<br/>This ship can be considered the Mark I level ship in the Basic Starship line. ([[Light Starship]] -> [[Flagship]] -> [[Zenith Starsh
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  • ...ship allows the construction of mining enclosures on asteroids to build [[AI War:Spirecraft|Spirecraft]]. Each tab in its build menu corresponds to a t ...be built from the system build window under the CONST tab if Spirecraft [[AI War:Minor Faction|Minor Faction]] is enabled during game setup.
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  • ...Boosts, Armor Boosts, Speed Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Repair | ...build time of Spirecraft is half of the repair time listed.<br/>Note that the Mark I is listed for completions sake, it is not available in game.<br/>
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  • ...se require research & development at a Spire Galactic Capitol.<br/>Part of the [[Fallen Spire Campaign]]. ...Speed Boosts Tractor Beams Reclamation Being Scrapped Paralysis Attacks Transport Swallow Force Fields Nuclear Explosions Being Insta-K
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  • ...u liberate the settlement it will contribute a modest amount of metal, but AI progress will increase by 15 if it is destroyed. ...y found on worlds of the [[AI War:AI Opponent Types|Entrenched Homeworlder AI Type]].
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  • ...sts, Gravity Effects, Tractor Beams, Tachyon Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Mines || |}Note that the build time of Spirecraft is half of the repair time listed.<br/><br/>
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  • ...ign="top" | Provides 3X bonus to the armor strength of all allied ships on the current planet, making them take far less damage. ...Boosts, Gravity Effects, Attrition, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Being Insta-Killed, EMPs || {{AlgCtr}} |
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  • ...mor Inhibitor]] || valign="top" | Disables the armor of all enemy ships on the current planet, making them take far more damage. ...Boosts, Gravity Effects, Attrition, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Being Insta-Killed, EMPs || {{AlgCtr}} |
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  • ...mprise most of your fleet.<br/>Can construct Mark I, II and III ships.<br/>The [[Advanced Factory]] is required to build Mark IV ships. ...} | Structural || {{AlgCtr}} | Minor Electric Ammo, Reclamation, Paralysis Attacks, Transport, Swallow || {{AlgCtr}} |
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  • ...eaking, a hydra is unable to spawn a head from damage which actually kills the body outright (which makes one-shotging these desirable). == How to use in your fleet ==
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  • <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.
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  • ...t immune to nukes) on the planet, including the command station, and incur the usual +50 AIP for detonation of a nuclear warhead. Nothing of value will r ...Effects, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Being Insta-Killed, EMPs || {{AlgCtr}} |
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  • ...by enemy forces or by scrapping. Destroys all resources and most ships on the planet on which it is set off. Does not affect mark V ships or starships. A ...unit is a [[AI War:Warheads|Warhead]]. Specifically, it increases [[AI War:AI Progress]] by 50/500/5000 (Mk. I/II/III) when destroyed.
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  • ...] || valign="top" | For the Core variant of this structure that appears on AI Homeworlds, see [[Threatening Eye (Core)]].<br/> ...net in this galaxy. Those ships will then seek to attack the humans where the opportunity seems best.
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  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Threatening Eye]].<br/> ...net in this galaxy. Those ships will then seek to attack the humans where the opportunity seems best.<br/>
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  • ...] || valign="top" | For the Core variant of this structure that appears on AI Homeworlds, see [[Sentry Eye (Core)]].<br/> ...pecifically, the AI Eyes make sure that your ships only ever outnumber the AI ships 2:1. Spawned ships are zombie bots, which are overly aggressive as w
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  • ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post. ...ampening, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Force Fields, Being Insta-Killed, EMPs || {{AlgCtr}} |
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  • ...] || valign="top" | For the Core variant of this structure that appears on AI Homeworlds, see [[Raid Eye (Core)]].<br/> ...it dies automatically with the last such guard post. When fully charged, the Raid Eye will trigger an attack wave.
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  • ...] || valign="top" | For the Core variant of this structure that appears on AI Homeworlds, see [[Translocating Eye (Core)]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.
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  • ...in different directions.<br/>Does not actually aim, but the beams move as the post rotates. == How to counter when in the AI fleet ==
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  • ...] || valign="top" | For the Core variant of this structure that appears on AI Homeworlds, see [[Plasma Eye (Core)]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.
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  • ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post. ...ampening, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Force Fields, Nuclear Explosions, Being Insta-Killed,
    2 KB (304 words) - 08:58, 17 August 2016
  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Sentry Eye]].<br/> ...pecifically, the AI Eyes make sure that your ships only ever outnumber the AI ships 2:1. Spawned ships are zombie bots, which are overly aggressive as w
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  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Translocating Eye]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.<br/>
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  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Raid Eye]].<br/> ...it dies automatically with the last such guard post. When fully charged, the Raid Eye will trigger an attack wave.<br/>
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  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Plasma Eye]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.<br/>
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  • ...the AI's [[AI Attack Methods|Standard Waves]] will spawn.<br/>Increases [[AI Progress]] by 5 when destroyed.<br/><br/> ...p]] during the game, however these additional Warp Gates will not increase the AIP when destroyed.
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  • ...vailable when the ARS is captured (from the ARS tab of any science ship on the planet) instead of getting a random ship type.<br/> The AI will notice the [[AI War:Hacking|Hacking]] in progress and respond against your units both on th
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  • ...ign="top" | This golem is sent from deep space for one purpose: to consume the planet it is heading toward. ...t, however, so it won't cause an AI Progress increase if it goes off on an AI Planet.
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  • ...is attacked and destroyed, there is (thankfully) no chance of it alerting the special forces ships. Increases [[AI War:AI Progress|AI Progress]] by 5 when destroyed.
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  • ...mal force fields can't ignore an exo-shield, as it becomes an extension of the protected ship itself. ...the [[AI War:Energy|Energy]] cost does indirectly consume resources due to the amount of Energy generation required.
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  • ...t is to their destruction, and represent an overall variable difficulty of the game. * Destroying an [[AI War:AI Warp Gate|AI Warp Gate]]: '''+5'''
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  • ...ceiver]], [[Spire Colony Ship]] or [[Exogalactic Transceiver]].<br>Part of the [[Fallen Spire Campaign]]. ...ravity Effects Tractor Beams Reclamation Being Scrapped Paralysis Attacks Transport Swallow Force Fields Nuclear Explosions Being Insta-Kill
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  • ...present there as they view this as sabotage, so be prepared for an ongoing AI response against your units on that planet and nearby.<br/> ...n this way, and can reach a point where it is more dangerous than the main AI threat. Beware.<br/>
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  • ...visible. They are also immune to tachyon beams and tachyon missiles.<br/>The Planetary Cloaker itself is not cloaked however and can be destroyed as nor ...ts, Gravity Effects, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Being Insta-Killed, EMPs || {{AlgCtr}} |
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  • ...d reinforcements to this planet at double the normal rate.<br/>Increases [[AI Progress]] by 10 when destroyed. ...Effects, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Being Insta-Killed, EMPs || {{AlgCtr}} |
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  • ...="top" | Alien technology emits extremely long-range mid-power energy bomb attacks. == How to counter when in the AI fleet ==
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  • ...n="top" | Research and unlock new technologies. Also gathers up to 3000 [[AI War:Knowledge|Knowledge]] per planet. Cannot gather from hostile planets bu ...{{AlgCtr}} | Dark Matter Ammo, Minor Electric Ammo, Reclamation, Paralysis Attacks, Swallow, Force Fields || {{AlgCtr}} |
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  • ...yzes most ships, disables cloaking, and disables force fields and mines on the planet on which it is set off.<br/>EMP effects last for several seconds, an ...unit is a [[AI War:Warheads|Warhead]]. Specifically, it increases [[AI War:AI Progress]] by 2/4/6 (Mk. I/II/III) when destroyed.
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  • ...<br/>Reveals several minutes all cloaked ships (enemy and allied alike) on the planet on which it is set off. ...unit is a [[AI War:Warheads|Warhead]]. Specifically, it increases [[AI War:AI Progress]] by 1/2/3 (Mk. I/II/III) when destroyed.
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  • The '''Threat''' is constituted by all the AI ships free to attack Humans as they see an opportunity. ...st is a more coherent fleet of free ships with a behavior similar to the [[AI War:Special Forces|Special Forces]], doing pressure and invasions instead o
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  • ...art. It also ensures that Windows XP includes an entry in the taskbar for the game, which wasn't always happening before. -The knowledge cost of raid starships has been increased from 4,000 to 6,000.
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  • <big>'''What Is The Risk Of Taking A Planet Next To High-Level AI Planets?'''</big> ...leased the defenders to attack my home planet. But I was worried that the AI would continually reinforce this planet so that I would never be strong eno
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  • ...ented by any ship in the game. You're a distant commander, looking down on the battles and issuing orders through a mobile camera that you zoom and pan.<b One of the most important commands in AI War is the Pause command.<br/>
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  • ==How Do I Get More Ships?== ...pes. I don't have enough ships to defend all my planets AND make effective attacks. What did I do wrong?
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  • <big>'''How Do I Effectively Attack Lightning Turrets And Electric Shuttles?'''</big> ...errible weak to area of effect attacks. Then send in the little guys once the immediate threat is removed.
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  • <big>'''How Does Radar Dampening Work?'''</big> ...fect emitted by special Radar Jammer structures against all enemy ships in the current system.
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  • [[How the AI Attacks]]
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