Search results

Jump to navigation Jump to search

Page title matches

  • [[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
  • #REDIRECT[[AI War:Vengeance of the Machine]]
    44 bytes (7 words) - 00:20, 27 February 2015
  • [[AI War 2: The Era of Discovery]] == What was the "Pivot?" ==
    154 KB (26,552 words) - 11:21, 1 August 2018
  • [[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
  • #REDIRECT [[AI War 2:The Era of Discovery]]
    43 bytes (7 words) - 07:56, 17 September 2018
  • {{AI War 2 Ship:Gyrn ; the Voidhome}}
    38 bytes (6 words) - 19:07, 25 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
  • [[AI War 2: Pre-And-Post Launch Polish]] ...e bunch of other areas 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 g
    278 KB (47,062 words) - 16:30, 11 October 2019
  • {{AI War 2 Ship:Gyrn, the Voidhome}} [[Category: AI War 2: Arks]]
    65 bytes (10 words) - 22:37, 12 March 2020
  • ...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

Page text matches

  • [[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
  • [[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
  • [[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
  • [[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
  • * 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
  • [[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
  • ...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
  • [[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
  • ...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
  • ...and the "Spirecraft - Hard" minor factions to not specifically state that the extra attacks include golems or spirecraft, since there's no guaruntee of e ** 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: 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-And-Post Launch Polish]] ...e bunch of other areas 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 g
    278 KB (47,062 words) - 16:30, 11 October 2019
  • [[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
  • [[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
  • ...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: 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
  • ...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
  • [[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 == ...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
  • == 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
  • ...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 == ...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
  • == 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
  • * 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
  • ...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
  • [[AI War 2: The Pivot]] == Version 0.722 Down the Wormhole ==
    161 KB (27,377 words) - 16:31, 24 April 2018
  • 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
  • [[AI War 2: The Era of Discovery]] == What was the "Pivot?" ==
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...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
  • [[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
  • [[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
  • ...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
  • ...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
  • * The game now more aggressively updates its world coordinates for the mouse cursor, making sure that scrolling-based issues that could happen whi * The game now links to the new beta release notes page, rather than the pre-beta release notes page.
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ...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
  • [[AI War 2: Making Alpha Fun]] ...visuals for it (all five marks, although only one mark is actually used in the game right now).
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * 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
  • ...notes they needed to be cut down and edited. So here is the original, and the cut-down version is here: * The science and hacking scales, which were 1000 and 15 previously, have now bee
    122 KB (21,444 words) - 14:29, 18 April 2019
  • [[AI War 2: Post Completion]] ...ltiplayer was better than ever. This phase marked the very last stages of the multiplayer beta before it left that status.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • 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
  • 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
  • ...d in. The most relevant one is called ArcenDebugLog.txt. You can send us the whole thing, or just strip out relevant parts. ...That gets overwritten the next time you run the game after a crash, unlike the other log. These can be found here:
    112 KB (17,757 words) - 15:59, 27 April 2024
  • * Our fix to the screenshot quality issue that existed two versions back was to use SMAA. T ...get away with keeping a 32bit version of the game, but that looks like not the case. Thus updating this prior to us actually selling it seemed rather wis
    79 KB (13,456 words) - 16:18, 24 August 2016
  • [[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
  • ...ies can be found in the 4journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Long Title: Miners in the $planetName nebula are requesting our assistance against attacking Marauder
    62 KB (10,032 words) - 05:06, 2 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
  • [[HotM: After The Transformation]] ...lly (ranging from 3x to 4x). Essentially, people were just flying through the tech tree too fast, and this was leading also to analysis paralysis because
    63 KB (10,632 words) - 10:14, 5 April 2024
  • ...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
  • [[AI War 2: Early Access Starts!]] ...d so we started focusing on polish and bugfixing. Also improving a lot of the interfaces, and adding a few new ones! More content will be added during E
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ...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
  • ...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
  • * 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
  • ...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
  • '''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
  • ...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 ...2, which will be extremely easy and will give you more time to get used to the game.
    40 KB (7,197 words) - 01:47, 5 October 2016
  • **Normally the name of the entity is what is used to find the image for the entity. This lets you override that logic. **Use Invisible to have the system not visibly show on the entity (often a good idea).
    40 KB (6,698 words) - 12:54, 5 January 2018
  • ...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
  • ...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
  • 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
  • ...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
  • ...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
  • ...s to be a ton going on that I have to keep track of. Can you explain what the marketing stuff is talking about? ...romanaging all the various aspects of your empire. The difference is that the game actively discourages this, rather than encouraging it.
    36 KB (6,383 words) - 10:23, 22 February 2015
  • == 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
  • [[File:AIWarLogo.jpg|center|AI War]]<br/> ...biting bubbles, and the AIs have turned their attention outward, away from the galaxy, to alien threats or opportunities unknown.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • =What exactly are the features in the base game of AI War?= ...ms of free DLC, etc. This listing is current as of version '''3.120''' of the game.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ...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
  • [[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
  • [[File:AIWarLotS.jpg|center|Light of the Spire]]<br/> <b>The Spire are coming...</b>
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...get. Especially when the set of eligible ships is heavily restricted (e.g. the guardian-only or starship-only AIs). * Fixed a null-reference bug in the code for drawing health bars of carriers.
    27 KB (4,501 words) - 17:36, 25 October 2018
  • ...] 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 shot was directed straight at the force field itself, or sometimes if the mode was Fast & Dangerous. Fixed. -In recent releases, the CounterSpy ship was unable to actually hit cloaked ships. Fixed.
    18 KB (3,048 words) - 19:47, 1 February 2015
  • =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
  • =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
  • ...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
  • == Breakdown of the Types Of Threads == * Anything that happens on the long-term planning thread is happening on the host only.
    22 KB (3,954 words) - 15:22, 5 June 2020
  • ...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
  • -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
  • == Please Refer To The Main Special Mechanics Page == ...neral explanations of what these special mechanics ARE, please visit the [[AI War 2: Special Mechanics|Special Mechanics]] page as a reference.
    24 KB (4,001 words) - 10:09, 29 October 2022
  • <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?
    20 KB (3,483 words) - 13:42, 1 February 2015
  • ==Are There Cheats In The Game?== '''A:''' As of version 2.040 of the game, yes there are. At the moment, cheats do not have to be explicitly enabled in order to be used.
    22 KB (3,787 words) - 12:13, 9 August 2022
  • ...ontrolled planets and affect certain Factions, such as the Dyson Sphere or the Nanocaust, and here it's explained a bit more in depth. ...ra 5 (Including retrospectively). A few units such as Astro Trains and the AI Overlord will also give hacking points when killed.
    18 KB (3,155 words) - 20:56, 22 October 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
  • == Notes From The Producer: June 11, 2010 == ...build all sorts of cool stuff directly into the themes, in tandem with all the other tools he already had.
    15 KB (2,604 words) - 12:25, 31 January 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
  • ...m, but some of the various permutations and options are subtle enough that the full power of what is available to you might not be immediately apparent. One very important distinction when discussing Tidalis multiplayer is the difference in having multiple boards versus having multiple players.
    17 KB (3,116 words) - 19:53, 1 February 2015
  • ...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
    16 KB (2,661 words) - 13:39, 1 February 2015
  • ...as), it will ask you a few questions to go ahead and get the basics set up the way you want: ...idalis, it will ask you if the screen looks okay, or if you want to change the screen resolution to a windowed mode or a different size.
    15 KB (2,610 words) - 19:53, 1 February 2015
  • This is going to be building an Example Faction found on the forums ...epad-plus-plus.org/download/v7.7.1.html). Note that you do not have to use the two tools listed if you don't want to download them, but they can be useful
    20 KB (2,859 words) - 20:19, 13 August 2020
  • ...0 MB of RAM compared to previous versions of the game. This in turn makes the saved games load faster, as well. -The game's suggested paths between planets on the galaxy map are now much better, preferring to stay with neutral/allied plan
    14 KB (2,434 words) - 13:38, 1 February 2015
  • ...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
  • ...e custom coding. That was the only way to do things prior to us adding in the actual codified journal entries with their dedicated sidebar, etc. = The New Style Of Journal Entries =
    22 KB (3,660 words) - 19:25, 19 May 2020
  • == 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).
    18 KB (3,012 words) - 21:16, 7 August 2022
  • -Scout starships no longer have the munitions boosting ability. ...hts with the AI trying to make its ships attack targets that are immune to the attacking ship's shots.
    14 KB (2,434 words) - 13:39, 1 February 2015
  • -The game now supports maps with 40, 50, 60, or 70 planets in them. ...onstructor in attack-move or free roaming defender mode will now emerge in the same mode.
    13 KB (2,246 words) - 13:36, 1 February 2015
  • == Notes From The Producer: June 26, 2010 == ...ilities into the game, which is why the long time since the last release. The networking work is in full swing, and that caused a lot of internal changes
    16 KB (2,663 words) - 12:25, 31 January 2015
  • Hybrid Hives are an optional AI Plot introduced in the [[AI War:Children of Neinzul|Children of Neinzul]] micro-expansion. They are co ...o the AI. The Hybrids have a much more aggressive outlook than the "main" AI and are much more "concerned" by your continued existence.
    17 KB (2,848 words) - 15:37, 1 February 2015
  • :''For detail about the Hives themselves, see [[AI War:AI-Neinzul Hybrid]].'' The features described here are still in development and this wiki page will pr
    17 KB (2,871 words) - 11:31, 26 May 2015
  • '''Q:''' The first expansion to AI War, The Zenith Remnant, introduced a new class of ship called golems. What are the ...ut of repair in most cases. The only functioning, modern golems belong to the Zenith aliens themselves (which players can encounter as minor factions).
    13 KB (2,356 words) - 10:42, 9 July 2016
  • [[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
  • ...variety of different hacking types; players can go negative on HaP but the AI response is then very aggressive. Hacking gives players a number of ways t ...ets done through the Hacker unit, which places immobile hacking devices in AI systems.
    13 KB (2,173 words) - 05:59, 28 July 2016
  • ...2 bases at the same time. I was thinking like fast expanding really helps the economy, but maybe it's just not feasible on all types of maps. ...15 minutes in, and a second at 30 minutes maybe, and a third by the end of the first hour. Of course, that also varies, but that is true.
    20 KB (3,556 words) - 19:50, 1 February 2015
  • ...ul minor factions, against new AI types in general, and enlist the help of the friendlier members of this new alien presence. ...g you against the backdrop of the regular AI forces. For advanced players, the Hybrid Hives provide more cut-throat opposition than ever.
    17 KB (2,826 words) - 19:48, 1 February 2015
  • == Notes From The Producer: June 7, 2010 == ...t was also that there was just a ton of stuff going on with Tidalis behind the scenes, too.
    13 KB (2,254 words) - 12:25, 31 January 2015
  • ...After 30 minutes of acting as simple threat, these ships will join up with the threatfleet. ...d by an internal timer. The occurence of a CPA will depend heavily on the AI Difficulty. They will usually occur anywhere from every 3 to 5 hours.
    11 KB (1,701 words) - 15:33, 24 April 2015
  • ...want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]]. == How The Fallen Spire Campaign Really Works ==
    11 KB (1,779 words) - 14:03, 1 February 2015
  • This is for alpha testing for The Neinzul Abyss. I'm using this to keep patch notes. ...s/structures. Your units practice necromancy that allows them to resurrect the ships they kill.
    19 KB (2,923 words) - 20:21, 22 August 2021
  • ==What Effect Do AI Progress Increases Have On The Game?== * The AI gains higher Mark and greater numbers of ships for waves, cross planet atta
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ==Why Does The Human Player Always Have The "Tempo?"== ...ade the AI play by different rules to the player. Much of this works, but the bit that I think is a bold red, font 100 minus is what seems to me could on
    10 KB (1,936 words) - 19:48, 1 February 2015
  • <big>'''How Do I Take A High-Level AI Planet?'''</big> ...on occasion. I find this planet near my home system near the beginning of the game. It is a tier 3 or 4 planet and has something I want, like an advance
    14 KB (2,437 words) - 19:50, 1 February 2015
  • ==== I bought the full game, but it says trial mode ==== ...and you're all set! Once the game accepts your license key, you'll be in the full version.
    9 KB (1,639 words) - 19:53, 1 February 2015
  • These instructions were written in Late June and correspond to AI War 2 version .502 or so. There is now an in-game tutorial, so you should l ...to begin a new game". Just enough to get someone started, from before when the in-game tutorial existed.
    9 KB (1,583 words) - 14:26, 23 October 2018
  • ...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
  • ...ies can be found in the 6journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Short Title: Tracking The Second Exile
    12 KB (2,083 words) - 12:46, 27 February 2015
  • ==Are There Cheats In The Game?== ...09 of the game, yes there are. To use cheats, you have to enable these in the lobby (there is an Enable Cheats checkbox). Enabling cheats does not impac
    10 KB (1,688 words) - 10:27, 24 October 2018
  • ...e a story line that you follow to victory, rather you have to destroy both AI Home Command Stations to win and how you do that is left totally up to you. ...l the mechanics described on this page will still be viable while pursuing the Fallen Spire Campaign.
    9 KB (1,467 words) - 15:37, 1 February 2015
  • ...t only carry cargo from planet to planet, but over time they contribute to AI construction efforts that can be very dangerous in their own right. ...g various problems for the human forces depending on the type of trains in the convoy. Note that Astrotrains do not have a direct attack themselves, they
    12 KB (1,903 words) - 14:24, 17 January 2017
  • =What exactly is added in the Children of Neinzul micro expansion?= ...iverse were the Zenith. This micro-expansion introduces a new alien race, the Neinzul. This micro-expansion will be focused around them.
    15 KB (2,373 words) - 19:47, 1 February 2015
  • == Notes From The Producer: May 25, 2010 == ...coming along well, the new levels are some of the best we've had yet, and the networking continues to progress although there is nothing visible to show
    8 KB (1,386 words) - 12:25, 31 January 2015
  • XML (Extensible Markup Language) used to create ships, structures, tweak AI difficulty and more. ...t yet does not follow this rule and is one of two exceptions to this rule (the other being commenting). that tag is
    18 KB (2,797 words) - 18:13, 25 June 2020
  • ...ive than than the other minor factions page. This is older and inferior to the other page. ...k on this link to be directed to the correct page: [[AI War:Minor Factions|AI War Minor Factions]]<br/>
    10 KB (1,590 words) - 15:57, 22 November 2018
  • == Notes From The Producer: May 13, 2010 == ...I), and which tend to break a lot of the game until we get them fully back the way we want.
    10 KB (1,627 words) - 19:52, 1 February 2015
  • * Exogalactic Strikeforces are special attacks sent by the main AI command in the other galaxy. ...Spire campaign, and the special defense forces spawned on AI Homeworlds in the Fallen Spire campaign.
    5 KB (858 words) - 00:33, 8 March 2015
  • ...one bonus ship, or two bonus ships if the difficulty is 7 or above (See [[AI War:AI_Techs#Bonus_Ship_Types_For_AI|here]] for more details.) ...Bomber|Bombers]] beats [[AI War:Missile Frigate|Missile Frigates]] beats [[AI War:Fighter|Fighters]]:
    28 KB (4,216 words) - 11:40, 4 February 2017
  • == The Scourge == ...1762476 Nemesis] kickstarter goal, and draw further inspiration from the [[AI War:Hybrid Hives|Hybrids]] from AIWC.
    11 KB (1,818 words) - 00:48, 30 September 2020
  • ...ge is mostly out of date. A more recent list of guard posts is available [[AI War:Guard Posts|here]]. ...ship cap for that planet. Some guard posts allow AI reinforcements even if the warp gate and command station have been destroyed.
    8 KB (1,442 words) - 02:58, 17 June 2016
  • ...ies can be found in the 6journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Long Title: A summary of what we know about the Nomad planets.
    7 KB (1,090 words) - 12:44, 27 February 2015
  • == Fast Facts: A Crash Course On AI War 5.x == ...ou do just that (and will be refined over time and probably become part of the manual eventually).
    10 KB (1,822 words) - 19:49, 1 February 2015
  • == Notes From The Producer: June 28, 2010 == ...than ever, and we've successfully played the first VS Garbage battle over the internet. I'm happy to report that I schooled Keith in about 30 seconds—
    8 KB (1,463 words) - 12:25, 31 January 2015
  • <big>'''Why Doesn't The Game Automate Scouting or Reactor Management?'''</big> ...e just automate this for me, disabling whatever reactors are not needed at the moment, and then enabling them as my energy needs grow?
    9 KB (1,595 words) - 14:05, 1 February 2015
  • <big>'''What are the differences between solo and multiplayer?'''</big> ...n you play with more than one person? Also, does it still take as long as the single-player games?
    8 KB (1,461 words) - 14:06, 1 February 2015
  • [[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
  • ...War:Ship Abilities|Ability: Cloaking]] can disappear and not be visible to the enemy in any shape or form.<BR/> ...the screen however, including the type of cloaked ships if you hover over the cloaked ships icon.<br/>
    8 KB (1,435 words) - 14:11, 1 October 2017
  • =What exactly is added in the Ancient Shadows expansion?= ...einzul, and Spire splinter factions. There are also new bonus ship types, AI types, map styles, core guard posts, modular fortresses, a new minor factio
    9 KB (1,324 words) - 20:04, 6 August 2020
  • ...o already understand how to design a non-modular unit, and it explains all the differences and new things that are specific to modular ships. * Modules are defined as an inseparable part of the ships that use them.
    11 KB (1,909 words) - 17:36, 21 February 2022
  • == Why It's Not The Best Idea To Explore Every Building Or Cave Completely == ...t scope to be interesting to explore. It was also important to us to have the general rule "if you can see it, you can go there." That means that if the
    10 KB (1,723 words) - 03:12, 28 August 2012
  • <big>'''Why The Complex Interrelation Of Ship Damage Mechanisms?'''</big> ...n all of the various ships, which is impossible for anyone to remember off the top of their head. Class X is stronger than Class Y, fine -- but with doze
    9 KB (1,682 words) - 13:59, 1 February 2015
  • <big>'''How Does The AI Think?'''</big> ...why the current system makes for good gameplay, but if I were playing the AI side I would win in under 5 minutes.
    7 KB (1,278 words) - 13:44, 1 February 2015
  • ...is given directly in numbers, so the armor value is simply subtracted from the attack damage.<br/> ...damage shot will always do at least 200 damage, regardless of the armor of the target struck.<br/>
    6 KB (974 words) - 13:18, 24 February 2015
  • ...enhancements, clarifications and so forth are of course welcome by all in the wiki fashion! ...orials and the [http://www.arcengames.com/mediawiki/index.php?title=AI War:AI War Official Manual/FAQ]
    9 KB (1,491 words) - 08:41, 28 May 2016
  • ...een completely overhauled for AI War. Previously, the home planets for the AI were always very similar to one another, and often they were something of a ...he AI home command stations. You had to destroy those, and that was really the only goal; therefore, that was super hard if you didn't have enough firepow
    6 KB (1,058 words) - 19:48, 1 February 2015
  • ...ich should be taken into consideration when planning your expansion across the map. ...t system's defensive requirements. When playing with an AI Progress Timer, the amount of time required to conquer a system must also be taken into account
    5 KB (818 words) - 06:11, 16 August 2016
  • == Notes From The Producer: July 7, 2010 == ...nd up with 115. The last levels really do a satisfying job of wrapping up the game, Lars did a really exceptional job there.
    7 KB (1,209 words) - 12:26, 31 January 2015
  • ...take the planet for yourself, the sphere will attack you until you give up the planet.'' ...dds a single [[AI War:Dyson Sphere Golem|Dyson Sphere Golem]] somewhere in the galaxy. It is only available on maps with at least 30 planets.
    5 KB (822 words) - 11:37, 30 October 2018
  • == Notes From The Producer: December 9th, 2010 == ...s before my son was born, so that fits. To say that a lot has happened in the intervening time, both for me personally and for Arcen as well, would be a
    7 KB (1,251 words) - 12:26, 31 January 2015
  • ...sts of a group of ships sent from another galaxy through a wormhole by a [[AI War:Warp Gate|Warp Gate]]. ...e [[AI War:AI Types|AI Type]]. Composition depends on what the controlling AI is able to use.
    5 KB (878 words) - 14:09, 29 November 2016
  • =The STATS Button= ...w the game is running on their computer (and yours), scores, the AI Types, AI dificulty, player colors, and resource flow modifiers.
    5 KB (842 words) - 19:50, 1 February 2015
  • ...sense of those things that are defined in xml and new in version 2.040 of the game and further? If so, click that link. Those are what you should be us ...those are... less robust. The journal entries that we're referring to at the above link is instead like uncovering little wiki entries, almost, that sho
    9 KB (1,517 words) - 16:19, 7 May 2020
  • ...how to improve both yourself and your settlement so that you can take down the overlord. For details, see [[Valley 1:What_Genre_Is_This,_Anyway%3F|What G ...ions, But Were Afraid To Ask|Missions]] are the crux of how you advance in the game.'''
    10 KB (1,801 words) - 19:51, 1 February 2015
  • ...first time and they are aware of you, they now show up on a new minimap in the bottom right corner of your screen. ** This minimap also indicates the compass direction you are facing, which can be very useful for navigating i
    7 KB (1,140 words) - 20:31, 26 August 2016
  • == Notes From The Producer: May 19, 2010 == ...y code has been being shuffled about for it for months, but we finally bit the bullet and actually implemented this thing.
    4 KB (760 words) - 12:25, 31 January 2015
  • <big>'''Who Are The Zenith Aliens?'''</big> ...first expansion to AI War is named after the Zenith aliens, right? What's the details on them?
    4 KB (654 words) - 14:14, 1 February 2015
  • Chris McEllogott Park here, from the distant year 2021. This is based on my recollection and may need correctio So: who worked on the game?
    5 KB (893 words) - 11:37, 9 August 2021
  • ...ew features or map types, you need to get into the code, but that's beyond the scope of this document. ...th a GUI like the Microsoft XML Rditor, or else it will absolutely eat all the formatting in terms of tab indents and newlines.
    9 KB (1,629 words) - 18:53, 27 October 2019
  • ...ily reminiscent of the Dark Spire. Any force powerful enough to bend both the Spire and Zenith to their own ends is to be feared! A lot of this information is given in the in-game Journal entries
    4 KB (719 words) - 14:00, 19 May 2021
  • ...that vary across orders of magnitude. The smallest fighter-style craft to the planet-sized Devourer Golem all have to be described with one set of metric The number shown in your interface is a simplified general estimate of various
    7 KB (1,149 words) - 17:11, 23 September 2021
  • ...red when dealing with them. They all have a very slow regeneration and a [[AI War:Radar Dampening|Radar Dampening]] that makes them impossible to outrang ...ral pools of guard posts; the planetary generation picks them depending on the type of planet.
    15 KB (2,291 words) - 05:52, 10 July 2016
  • ...[AI War:Fortress|Fortress]], [[AI War:Mini-Fortress|Mini-Fortress]], and [[AI War:SuperFortress|SuperFortress]]. ...ypes of forts, and the advanced modules, are unlocked by progressing the [[AI War:Ancient Shadows Campaign|Ancient Shadows Campaign]].
    59 KB (6,126 words) - 13:37, 30 September 2017
  • ...b of your command station. Be aware that all of the warheads come with an AI Progress cost, which can be pretty significant. Built and use warheads wit ...hat humans can never build (only capture with parasites), but warheads are the unique humans technology.
    6 KB (1,154 words) - 14:06, 1 February 2015
  • =='''Why Do The Enemy Waves Get So Large So Fast?'''== '''Q:''' With AI players of difficulty 8 and up, it seems like they get really huge incoming
    8 KB (1,187 words) - 14:12, 1 February 2015
  • ...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
  • ...ips]] and [[AI War:Orbital Command Station|Orbital Command Stations]] have the Gathers Intel ability. ...ault setting. For details about the differences of the other settings, see the dedicated visibility page.
    4 KB (691 words) - 02:56, 20 August 2016
  • ...I don't yet have that great a feel for the game. What should I be doing at the start of a new campaign?<br> ...ugh the tutorials, I'm interpreting your question as "What are my goals in the early game?"
    7 KB (1,144 words) - 09:10, 17 April 2015
  • ...es|Ammunition Type]], ships armed with that ammunition can not even target the ship with immunity.<br/> A ship's immunities can be found in the middle of the ship description pop-up in dark grey text.
    8 KB (1,287 words) - 12:39, 4 November 2018
  • ...p of enemy ships before they blow the tractor turrets away. Then there is the problem of ships that ignore tractor beams and will just own your command s '''A:''' This is definitely the challenge of the game, but it can be very straightforward to manage if you are careful about
    8 KB (1,433 words) - 19:48, 1 February 2015
  • ...rate on alien death rays, whatever. Why is there nothing of this sort in AI War? Is it something that is hard to implement? '''''Response from Chris Park, AI War's Lead Designer:'''''
    5 KB (926 words) - 14:04, 1 February 2015
  • -The metal/crystal produced by ships now scales upward with increased numbers of -The "ship level" text that is shown with the far zoom image of ships is now prerendered and always sorted by texture, pu
    5 KB (872 words) - 11:50, 16 September 2017
  • ...nically a misnomer, race is the term used to describe the sentient life of the Arcen universe. == Races of AI War ==
    6 KB (1,007 words) - 17:45, 9 July 2016
  • First off, I should note that at no point does the game sit you down and say "this is how research works." It doesn't really ** So it might be an increase in the building cap for a certain class of jobs, which includes some jobs that you
    11 KB (1,958 words) - 10:39, 5 April 2024
  • ...hoose, they will either act like "the player race" as described below, or "the non-player races" as described even further down. == The Player Race ==
    3 KB (547 words) - 10:36, 6 May 2015
  • ...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
  • =What exactly is added in the Destroyer of Worlds expansion?= ...bonus ship types, a couple new AI guardian types, and the new "Preemptive" AI Plot. This expansion is slated for official release in August 2014.
    7 KB (1,011 words) - 20:01, 6 August 2020
  • ...ctoid aliens. The Neinzul first appeared in AI War and were the subject of the Children of Neinzul expansion, and are also an NPC race in Stars Beyond Rea ...hey're able to telepathically link their minds with each other, but unlike the [[Lore:Thoraxians|Thoraxians]], they don't have a full blown hive mind, as
    4 KB (606 words) - 22:20, 22 October 2018
  • ...ss Planet Attack even though it is still counting down until it will loose the CPA at you. == How to counter when in the AI fleet ==
    3 KB (461 words) - 09:50, 9 July 2016
  • ...iculty, depending on [[AI War:Minor Factions|Minor Factions]] and [[AI War:AI Plots|Plots]] enabled. <i>Connections between planets are simpler and easier to see. This is the recommended mode for new players, but it will result in fewer unique maps.<
    6 KB (1,073 words) - 03:25, 16 August 2016
  • <big>'''How Do I Secure The Area Around My Planets?'''</big> ...ree, where our intent was to kill the remaining scary warp gates and leave the orbital command posts.
    4 KB (687 words) - 14:10, 1 February 2015
  • ...he primary attack strategy it will use as defined by its [[AI War:AI_Types|AI Type]]. Plots are on a per-AI basis and can be enabled on one AI or enabled on both AIs.
    5 KB (869 words) - 03:23, 16 August 2016
  • ...thout setting them off. The same also seems to be true in reverse when the AI has minefields. What's going on? ...nce that they will make it through unscathed, even though the vast bulk of the ships will not make it. Mines are set off by proximity as well as direct co
    4 KB (725 words) - 02:55, 14 August 2016
  • ...starships as part of your ship mix. To support this new emphasis you start the game with many star ships unlocked. This page needs additional updating to '''Q:''' The tutorial mainly just covers mark upgrades, and there's so much more researc
    7 KB (1,177 words) - 14:12, 1 February 2015
  • ...cengames.com/forums/index.php/board,72.0.html Mods and Modding] section of the forums for various lists that others have created (real star names, militar ...game will then use a random selection of lines from altplanetnames.txt on the game host's machine to overwrite as many planet names as possible.
    3 KB (483 words) - 13:46, 1 February 2015
  • ...he AI won't use it unless Human military ships numerically overwhelm local AI forces, which makes dealing with eyes interesting challenges. ...rge is complete, the effect is applied and, if the condition is still met, the eye immediately begins to charge again.
    4 KB (667 words) - 02:28, 25 August 2016
  • ...on if the Avenger plot is enabled at game setup.<br/>When it spawns it has the combined stats of 6,000,000 health and 52,240 DPS. ...will have no shotguns, the Avenger Shield, only one MK III Heavy Beam, and the MK IV Heavy Beam.
    3 KB (451 words) - 23:52, 31 December 2019
  • There are currently four resources used in AI War 2 currently, and here they are all explained a bit more in depth. Please note that this page assumes you are playing as the standard human empire.
    6 KB (1,035 words) - 12:19, 26 April 2022
  • ''This topic applies only to AI War version 3.025 and up'' * Arrange a group of your ships in the formation you desire.
    4 KB (737 words) - 14:01, 1 February 2015
  • ...et, you might not have the strength to take that planet until very late in the game. ...e higher difficulties, however, make sure you also check out this topic: [[AI War:No Warning On Waves?|Why Are Waves Coming In Without Warning?]].
    4 KB (787 words) - 19:49, 1 February 2015
  • <big>'''What's The Best Way To Handle Scouting?'''</big> ...effective Mark IV scout, which is permanently cloaked an as such can scout the whole map. You can also use [[Scout Starship]]s with their high health.
    6 KB (999 words) - 14:09, 1 February 2015
  • == Notes From The Producer: December 14th, 2010 == ...cs, etc. This should take care of nearly all the issues we're aware of at the moment (with a question mark on one issue, further testing needed), which i
    3 KB (572 words) - 12:26, 31 January 2015
  • ...m the AI. When freed, each of these outposts will gratefully decrease the AI Progress by 3 every hour.'' ...l maps.) This minor faction has a great impact on the [[AI War:AI Progress|AI Progress]].
    2 KB (413 words) - 06:03, 28 July 2016
  • ...their debut in AI War and were the subject of [[AI_War:The_Zenith_Remnant|The Zenith Remnant]] expansion, and are also a playable race in [[Stars_Beyond_ ...meters-long starship sized forms over time. The ramifications of human and AI creation and control of Zenith vessels has yet to be explored.
    3 KB (455 words) - 10:22, 21 October 2018
  • ** Thanks to SInflux for the report. ...y. Also makes them a bit less of a farm for zenith viral shredders due to the lower health to eat.
    3 KB (514 words) - 13:41, 1 February 2015
  • Several units have the '''Cloaking''' ability. While a unit is cloaked, enemies don't see it and c ...ft "Low Power" button or pressing the K key. That state can be reversed by the same mean to allow ships to exit cloak and attack.
    5 KB (849 words) - 02:35, 25 August 2016
  • ...et into the various special weapons that have always been a cornerstone of AI War. ...mobile and powerful, and present a more serious counterattack threat than the recently-added new guard posts, which are stationary. In other words, if yo
    4 KB (608 words) - 14:22, 16 June 2016
  • -The energy use of Mark II starships has been multiplied 5x. -The energy use of Mark III starships has been multiplied 10x.
    3 KB (470 words) - 13:35, 1 February 2015
  • == Notes From The Producer: August 18th, 2010 == ...ed sound subsystem that lets the game load faster, play multiple copies of the same sound effect at once (which sounds much better), and which avoids some
    5 KB (751 words) - 19:52, 1 February 2015
  • ...action]]. They were introduced in the [[AI War:Light of the Spire|Light of the Spire]] expansion. ...more powerful than [[AI War:Starships|Starships]], spirecrafts are below [[AI War:Golems|Golems]], however they compensate by being far more versatile, p
    6 KB (885 words) - 12:50, 4 July 2022
  • A ship's base speed is found in white text on the third line of the description box as, for example, "Speed: 48". While ships do not accelerate or decelerate instantaneously, the rates of acceleration and deceleration are so great that ships spend most o
    5 KB (794 words) - 15:36, 1 February 2015
  • == The Zenith Architrave == ...on the congruence of our galaxy to theirs, which is to say "your choice in the game lobby"). These planets are their Territory.
    3 KB (583 words) - 03:08, 20 August 2020
  • ...e available to both Humans and AI players, but some are reserved to one or the other. ...ructor to be built up to MkIV (provided the MkIII has been unlocked with [[AI War:Knowledge|Knowledge]]). Their ship cap is usually 2 per mark (some have
    9 KB (1,360 words) - 04:49, 23 August 2016
  • ...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
  • ...By a lot, we mean 40-60+, with a technology level equal to or greater than the force field. You can defeat higher-level force fields with lower-level ship ...e Field of your own to the planet (the player force fields are mobile, the AI force fields are not), and hide your bombers under those.
    4 KB (802 words) - 14:01, 1 February 2015
  • ...e only available to the Harder AI Types, and only show up on core and home AI planets, but they are quite a force to be reckoned with. -All missiles in the game are now immune to being insta-killed (by ion cannons or what have you)
    3 KB (612 words) - 11:52, 16 September 2017
  • ...n Device Minor Faction, they contain spoilers. The entries can be found in the 5journal.xml file located in your game directory "<Installation Folder>\AIW Long Title: We've recovered a recording concerning the strange device on a recently captured planet.
    4 KB (687 words) - 21:57, 25 February 2019
  • ==The Pre 4.0 Combat System With Shields== The "Shields" combat system involved "Chance-To-Miss" calculations based on:
    4 KB (674 words) - 19:48, 1 February 2015
  • ...proceeded to turn on their creators. Humanity now teeters on the brink of the abyss. ...ally helped the Human Military remnant when the AI started its war against the Humans.
    2 KB (354 words) - 16:51, 26 August 2016
  • ...missiles. However, you get more of both the Raid and Leech starships, and the Leech starships allow you to "reclaim" enemies like parasites do. This in [[AI War:AI War]]
    4 KB (699 words) - 06:29, 10 July 2016
  • ...ties: WarpGate-Full, WarpGate-Wave and WarpGate-Renforce and '''several''' AI units have one of these abilities assigned. WarpGate-Full combines the abilities of both "wave" and "renforcement"
    4 KB (551 words) - 00:36, 14 November 2010
  • ...not pick a ship type will not receive any default unlock.<br/>Produces 6 [[AI War:Knowledge|Knowledge]]/second on friendly and neutral planets that are i ...mor]] || {{AlgCtr}} | [[AI War:Engines and Speed|Speed]] || {{AlgCtr}} | [[AI War:Engines and Speed|Engine Health]] || {{AlgCtr}} | Single Ship DPS || {{
    3 KB (480 words) - 12:30, 23 September 2017
  • ...tion|ARS]] and [[AI War:Core Shield Generator|CSG]]. The flow and style of the game can be pretty different depending on that parameter. Here is a genera ...y to have very good tech, this can be an exceedingly hard map to play on. AI Alert Level is also much more challenging.
    4 KB (656 words) - 03:48, 16 August 2016
  • <big>'''Why Is Clicking The Minimap Imprecise When I Am Zoomed In?'''</big> ...eed of 1 if you go out far enough. The inner ring represents the limit of the buildable area.
    2 KB (343 words) - 14:05, 1 February 2015
  • == Notes From The Producer : May 14, 2010 == ...there, and finally the items have a lot of variety to them in addition to the block-placing styles that have been there for a while. More to come soon!
    4 KB (575 words) - 12:25, 31 January 2015
  • ...s out. There is no 'limit' to the amount of Metal available in any game of AI War, though players will only be able to stockpile a limited amount of Meta Most ships and structures may be [[AI War:Scrap|scrapped]] to get a percentage of their metal cost.
    4 KB (663 words) - 06:16, 21 August 2016
  • ...eight are human playable, six are computer only. All races are useable by the computer, but behave very differently when outside player control. ...would slit mother's throat for a nickle if they hadn't already sold her. ||The Last Federation|| No ||Massive polluters, try to avoid being downwind. Very
    4 KB (620 words) - 22:23, 3 May 2015
  • ...rs of the [[AI War:Tackle Drone Launcher|Tackle Drone Launcher]] and the [[AI War:Saboteur|Saboteur]]. ...res, and the Shadow were Spire, their ship/bodies were probably similar to the Shadow Vessel's default appearance, an olive green starship with long "wing
    1 KB (217 words) - 12:08, 1 February 2019
  • [https://youtu.be/EV2WTB5l0vA Coding With Chris: AI War 2's Threading & Multiplayer Part 1: Challenges] [https://youtu.be/7JxIbYIy_2I Coding With Chris: AI War 2's Threading & Multiplayer Part 2: Data Flow For Unusual Solutions]
    3 KB (522 words) - 17:52, 29 September 2021
  • ...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 ...he best chance of hitting at the present time, as well as that they can do the most damage to. They also intentionally try to spread their attacks out mo
    4 KB (753 words) - 19:49, 1 February 2015
  • '''A From CRCGamer:''' The Dark Mirrors have a variety of ways you can partially mitigate what they do ...k engines. V-Wings are also dirt cheap to replace. Same sort of story with the anti-armor swarmer autocannon minipods and gunbots. Works against armor and
    5 KB (837 words) - 19:58, 26 January 2023
  • ...his page was written in November 2010. For a more up-to-date guide, see [[AI War:Why Do Enemy Waves Get So Large?|Why Do Enemy Waves Get So Large?]] From the post http://www.arcengames.com/forums/index.php/topic,6778.0.html
    7 KB (978 words) - 13:46, 1 February 2015
  • ...'' revert to AI control if this command station is subsequently destroyed. The decision as to whether to capture a structure or destroy it depends on: ...g.'' an [[Ion Cannon]]-I is almost always useless, and becomes so once the AI waves reach mark-II levels. [[Advanced Research Ship]]s are always good to
    6 KB (896 words) - 21:46, 23 July 2012
  • <big>'''About The Planetary Summary'''</big> ...y thing on the right side of the screen does? I get the general idea, but the specifics aren't as clear as I would like.
    3 KB (462 words) - 14:07, 1 February 2015
  • == Notes From The Producer: May 13, 2010 == ..., though it's happened many times with AI War in the past. Mainly because AI War was at a more mature state when that was happening, and Tidalis is now
    3 KB (565 words) - 12:25, 31 January 2015
  • ...l die, then the planet itself will vanish from the galaxy). You can battle the spawned Zenith Miners, or hijack their power to your own ends! ...iner will prevent it from eating the planet. Otherwise, the Miner will eat the whole planet.
    2 KB (314 words) - 16:39, 18 October 2020
  • == Notes From The Producer: August 4th, 2010 == ...nt-related tasks that I'd been putting off that I had to take care of over the last week.
    4 KB (597 words) - 15:14, 5 August 2010
  • * In the upper left corner of your screen, right under your hull health and shields, ** These all start out balanced, at 4 bars out of 8, which is the same as it has always been (aka no multipliers).
    5 KB (714 words) - 12:19, 8 May 2014
  • ...iveness of your ships and structures. Available techs can be accessed from the Tech sidebar. ...: Artillery' tech improves the Concussion Corvette, the Concussion Turret, the Siege Frigate, etc.
    3 KB (572 words) - 12:20, 4 May 2022
  • ...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'''
    3 KB (550 words) - 13:51, 21 October 2016
  • ...zul Preservation Wardens are an optional minor faction introduced in the [[AI War:Children of Neinzul|Children of Neinzul]] micro-expansion. This page is ...Be. Mined. So the wardens will periodically come by and seek to liberate the rocks.
    4 KB (530 words) - 14:06, 1 February 2015
  • ...emains when they die so [[AI War:Remains Rebuilder|Remains Rebuilders]] in the system will automatically rebuild them without your intervention. ...emains when they die so [[AI War:Remains Rebuilder|Remains Rebuilders]] in the system will automatically rebuild them without your intervention.
    3 KB (458 words) - 03:57, 14 August 2016
  • ...e on any planet. Obtaining Outguards requires [[AI War 2:Hacking|hacking]] the beacon they're on. Once obtained, they can be deployed infinite times for f ...] hack on it. Once completed, you then have access to the groups listed in the Beacon description. Each Beacon has two groups available from it.
    7 KB (1,060 words) - 17:01, 23 September 2021
  • ...mc0TzKA for clearer examples, though some of them are a bit dated (some of the data structures have changed names). ...ark Spire, Human Marauders, etc...) are implemented essentially as Mods of the game, and there's a lot of really useful tidbits in that code.
    4 KB (693 words) - 18:00, 1 May 2018
  • [[File:AIWar2.jpg|center|960px|AI War 2]]<br/> ''When Humanity found itself alone in the galaxy, it made the Machine...''
    4 KB (657 words) - 10:51, 26 June 2023
  • ...heir [[AI War:Guard Posts|Guard Posts]]. They only attack if part of the [[AI War:Threat|Threat]] Fleet, which they join once awakened. Their role is mai ...ians|Dire Guardians]] that are much stronger but they thankfully don't use the same spawn rules.
    10 KB (1,457 words) - 12:01, 21 August 2016
  • == Please post on the wiki thread in forums instead. == This page is for public contributors for the AI War section of the Wiki to coordinate.
    4 KB (616 words) - 15:33, 1 February 2015
  • So, here are the various modes that exist, just for the sake of clarity. Each category is independent of each other, meaning they c ...uently left alive on purpose, and which are quick to kill when you do give the order.
    4 KB (809 words) - 10:19, 2 September 2021
  • 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
    3 KB (473 words) - 03:42, 25 August 2016
  • The '''Special Forces''' is a fleet the AI uses for defense and to counter invasions. ...ted to that planet. Planets the AI cares about are generally ones with a [[AI War:Core Shield Generator|Core Shield Generator]] or a capturable of Human
    2 KB (420 words) - 17:45, 26 October 2016
  • <big>'''What Are The General Behaviors That AI Ships Can Have?'''</big> ...ch the AI can use its ships. Sort of like FRD, attack-move, or normal for the humans, I guess? Except in this case, it's apparently free, special forces
    4 KB (657 words) - 19:47, 1 February 2015
  • Place holder page as upon searching the wiki I do not see a master page for the Fallen Spire campaign.<br/><br/> ...Walkthrough]] and [[AI War:How The Fallen Spire Campaign Really Works|How the Fallen Spire Campaign Really Works]] page.<br/><br/>
    3 KB (532 words) - 18:36, 26 October 2016
  • ...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.
    3 KB (445 words) - 13:35, 1 February 2015
  • ...geted by the AI's forces. However, if the main Fabricator under control of the capturing player is destroyed, all Foldouts for that fabricator are destroy ...to your fleet, however you must determine if capturing the system is worth the [[AIP]] cost to get said Mk. V ships.<br/>
    3 KB (440 words) - 20:46, 26 April 2015
  • ...ssibly one of the most dangerous Guard Posts you will run into outside the AI Core Worlds. When this guard post or its systems command station is destroy ...lower right part of the target system - you have 14 min (beta 4.037 fixes the timer to 14 min. Prior releases you only have '''1''' min) to plan accordin
    2 KB (430 words) - 19:50, 1 February 2015
  • The forums have gotten so busy that suggestions and bugs were being lost. The developers still regularly monitor:
    3 KB (599 words) - 14:04, 1 February 2015
  • The ships the AI players use are restricted by the blueprints it has access to. They have and gain blueprints in several ways [[AI War:Guardians|Guardians]] are not subject to these rules and are unlocked i
    2 KB (369 words) - 12:05, 21 August 2016
  • ...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 ...}} | Inf || {{AlgRgt}} | 33,333 dmg/sec || {{AlgLeft}} | Warp Gate (Full - AI ONLY)
    3 KB (382 words) - 22:30, 22 October 2018
  • ...of known units. There is no maximum limit for stocking Knowledge, however the total amount of Knowledge available in a galaxy is finite. ...ered by science labs on player-controlled or neutral planets, but not from AI-controlled planets.
    3 KB (508 words) - 05:40, 18 August 2016
  • ==Expansions Vs Free DLC -- What's The Difference?== ...very 8-14 months or so. The free DLC and expansions are both developed in the same way, with public prerelease beta versions and tons of community sugges
    2 KB (356 words) - 14:00, 1 February 2015
  • ...ulSilo.png|100px|left|Neinzul Rocketry Corps Silo]] || valign="top" | When the Silo's planet is on alert, it generates lightning or EMP warheads every qua ...her Marks fire more dangerous warheads.<br/>These structures spawn only if the [[Neinzul Rocketry Corps]] minor faction is enabled.
    3 KB (435 words) - 21:01, 7 October 2016
  • ...em, you are fighting a [[AI War:AI_Opponent_Types#Moderate|Backdoor Hacker AI Type]]. ...throw enemy forces at you. The later expansions of the game, Vengeance of the Machine and Destroyer of Worlds added at least 3 ways to get rid of at leas
    2 KB (293 words) - 12:33, 4 November 2018
  • ...take the planet for yourself, the sphere will attack you until you give up the planet. ...Golem is part of the [[AI War:Zenith Dyson Sphere|Zenith Dyson Sphere]] [[AI War:Minor Faction|Minor Faction]] and can only spawn if that minor faction
    3 KB (438 words) - 11:30, 30 October 2018

View (previous 250 | next 250) (20 | 50 | 100 | 250 | 500)