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  • [[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
  • ...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: 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
  • * 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: 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
  • [[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
  • [[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
  • == 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: 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
  • == 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 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: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
  • [[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
  • == 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
  • [[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
  • 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
  • [[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
  • ...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
  • [[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
  • [[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
  • '''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
  • * 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
  • ...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
  • [[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
  • [[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
  • 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
  • ...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
  • ...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
  • [[AI War 2: The Pivot]] == Version 0.722 Down the Wormhole ==
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...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
  • [[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
  • [[AI War 2: The Era of Discovery]] == What was the "Pivot?" ==
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...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
  • 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
  • ...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
  • ==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
  • ...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
  • ...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
  • ...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
  • ...[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
  • ...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
  • ...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
  • [[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
  • [[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
  • <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
  • =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
  • <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
  • [[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
  • ...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
  • ...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
  • ...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:
    120 KB (19,093 words) - 22:48, 31 May 2024
  • =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
  • [[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
  • ...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
  • [[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
  • ...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
  • 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
  • == 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
  • =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
  • ...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
  • ...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
  • == 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
  • ...increase as you get closer to the AI Homeworlds.<br/>There is a filter on the [[Galaxy Map]] for detected asteroids to find them easier.<br/> |[[File:AIWarSpirecraftImplosion.png|50px|left|]] || [[AI War:Spirecraft Implosion Artillery|Spirecraft Implosion Artillery]] || I |
    14 KB (1,595 words) - 16:00, 22 October 2017
  • ...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
  • [[File:AIWar2.jpg|center|960px|AI War 2]]<br/> ''When Humanity found itself alone in the galaxy, it made the Machine...''
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  • ...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
  • ...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
  • * 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
  • <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
  • ...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
  • ...The most relevant one is called HeartoftheMachineLog.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:
    126 KB (21,752 words) - 01:20, 2 June 2024
  • ...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
  • ...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
  • * 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
  • ...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
  • ...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
  • ...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
  • ...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
  • ...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
  • ...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
  • ...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
  • [[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
  • ...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
  • ...] 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
  • [[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
  • -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
  • ...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
  • =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
  • ==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
  • :''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
  • ...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
  • ...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
  • ...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
  • ...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
  • == 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
  • ...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
  • ...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
  • * 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
  • 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
  • '''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
  • ...War:AI Progress|AI Progress]] when destroyed; some can be sabotaged by a [[AI War:Hacking|Hacker]]. ...rracks|Barracks]]<br/>Holds AI units; releases them when destroyed or when the command station at this planet is destroyed.
    5 KB (680 words) - 11:53, 17 August 2016
  • <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
  • ==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
  • ...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
  • ...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
  • ...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.
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  • 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.
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  • ...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.
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  • ...n|AI Home Command Station]]. There are always two of them in each game and the ultimate objective is to destroy both command stations. ...ap, an AI Homeworld has a bigger star and a larger halo (white or red if [[AI War:Alert|alerted]]).
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  • ...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.
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  • ...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.
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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
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  • [[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
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  • ...against humans in special events like Exogalactic Strikeforces. The rare [[AI War:Dire Guardian Lair|Dire Guardian Lair]]s can also build them when alert ...uardian.png|50px|left|AI War:Dire Artillery Guardian]] || valign="top" | [[AI War:Dire Artillery Guardian|Dire Artillery Guardian]]<br/>Fires extremely p
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  • ...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.
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  • ...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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  • ...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]
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  • ...between parenthesis just next to the [[AI War:AI Progress|AI Progress]] in the resource bar. ...ark|Mark]] of the ships used by that AI in its [[AI War:Wave|Waves]] and [[AI War:Reinforcement|Reinforcement]].
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  • ...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
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  • ...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
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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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  • 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
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  • ...are interesting targets for Human players, wether to destroy capture or [[AI War:Hacking|Hack]] them. |[[File:AIWarDataCenter.png|50px|left|]] || valign="top" | [[AI War:Design Backup Server|Design Backup Server]] ('''Hack''')<br/>Holds a sh
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  • 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.
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  • ...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.
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  • ...nd the galaxy, providing special ships (for a hefty fee) to both human and AI players alike.'' ...adds a single [[AI War:Zenith Trade Ship|Zenith Trade Ship]] somewhere in the galaxy. It is only available on maps with at least 30 planets. This indestr
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  • ...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
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  • ...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
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  • ...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.
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  • ==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
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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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  • ...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.
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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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  • * 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.
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  • ...sion 3.107 of the game, there is a new "Border Aggression" feature for the AI. Here's how it works: ...er difficulties, it makes neutering way more important, and also gives the AI more latitude for interesting attack vectors.
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  • =='''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
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  • ...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.
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  • ...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.
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  • <noinclude><big>The purpose of this page is to rework the main page of the AI WAR wiki</big></noinclude> AI options
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  • =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.
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  • ...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?"
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  • -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.
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  • **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).
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  • == 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.
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  • ...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
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  • 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
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  • <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
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  • ...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.
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  • ...ts if the local Orbital Command Station is destroyed. They can be built on AI planets adjacent to Human planets as a strategy named beachhead. ...layers can build a full cap of each on every planet. However, their high [[AI War:Energy|Energy]] cost prevents players to build all their turrets on eve
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  • == 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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  • ...ships lowers the current total. Only the AI that owns a world will deploy the strategic reserve to that world. The reserve can be deployed in certain worlds, and only when an AI command station is present:
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  • ...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/>
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  • ...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.
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  • ...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 ==
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  • ...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
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  • ...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 =
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  • AI Specific Unit - "The Eye" ...e pouring out of the Eye, even if there are no other AI structures left in the system.
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  • ...t of the main Spire race. They have a presence both in the main galaxy and the nebulae systems. Their rage against all that lives is absolutely terrifying ...eings. Unlike the main Spire race, whose ship/bodies are completely white, the Dark Spire are of a dark grey and red shade.
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  • =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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  • ...their AIP at one point. Warheads are the only kind of units targeted by [[AI War:Core Warhead Interceptor|Core Warhead Interceptors]]. Every construction of a non-[[AI War:Tachyon Warhead|Tachyon]] warhead delays the construction of every other non-tachyon warhead by an amount depending of i
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  • ...s displayed in bright green in the upper right corner of their ID card, on the economical line, after metal cost, energy cost and build time. ...[[AI War:Metal|Metal]] cost. Most fleet ships have a cap of 96 and most [[AI War:Starships|Starships]] have a cap of 2.
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  • ...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.
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  • ...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
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  • ...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.
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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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  • ...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.
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  • ...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"
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  • .... The mark of a ship is a general sign of its power. While an individual [[AI War:Starships|Starship]] is often more powerful than a single fleet ship, s ...end their [[AI War:AI Homeworld|Homeworlds]]. Only by capturing specific [[AI War:Core Fabricator|Core Fabricators]] can Humans access specific MkV units
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  • ...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
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  • <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?
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  • ...option. For a more general discussion of the difficulty of the game, see [[AI War:Choosing A Difficulty Level|Choosing A Difficulty Level]].'' ...nging from 1 to 10 affecting the quantity of ships it can add in the game, the behaviors it can use, and several other factors.
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  • -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.
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  • ...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.
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  • ...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?]].
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  • ...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]].
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  • ...equal to or greater than its max health will be reclaimed when destroyed. The newly-reclaimed ship will have health = total reclamation damage it had tak ...still be 'destroyed' first. If you unlock these, consider also unlocking [[AI War:Leech Starship|Leech Starships]] as a complement.
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  • ...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-
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  • 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
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  • ...e from the start of the game. However mercenary ships cost ten times the [[AI War:Metal|Metal]] cost for a standard Mark IV ship. ...ally, mercenaries are supposed to be powerful Human units fighting only if the players can pay them with metal (and not ''build'' them).
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  • <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
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  • ...ct access to the core network of the AI, where they can greatly damage the AI's processing capabilities. ...details, move the mouse cursor over the AI progress display at the top of the screen.
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  • ...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 || {{
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  • ...ot.png|left|Spider Bot]] || valign="top" | Extremely effective at damaging the engines of enemy ships. Note: Spider Mk V used to be called the Anti-Starship Arachnid (patch 5.027)
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  • -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
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  • <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?
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  • 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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  • ...on shrinks, so higher value units should be placed closer to the center of the field. The basic [[Force Field]] you begin the game with.
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  • ...ged. The planet on which this shield generator sits must be controlled by the humans (with a [[Command Station|Human Command Station]] built) before it c Network A is stronger however and all generators (except the last) must be destroyed by human forces. Once there is only a single Networ
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  • ...an Lair]] || valign="top" | Sits dormant unless its own planet is put on [[AI War:Alert|Alert]] or taken.<br/> While awake it will gradually construct fearsome [[AI War:Dire Guardians|Dire Guardians]] that can wreak havoc on human forces.<b
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  • ...r:AI Homeworld|AI Homeworld]] are '''Core Worlds'''. They are by default [[AI War:Planet Mark|Mark]] IV planets with special rules. ...of one, along with a Mark III [[AI War:Fortress|Fortress]] close to the [[AI War:Orbital Command Station|Orbital Command Station]].
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  • ...y not often). •Following on with those massive changes, every last ship in the game has been rebalanced to a heavy degree, sometimes pretty much completel *[[AI War:Combat System|Combat System Overview]]
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  • 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.
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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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  • == 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
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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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  • ...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
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  • ...This also prevents you from getting supply on that planet for the rest of the game.'' ...upply also affect the AI.) As long as the Mining Golem is destroyed before the countdown finishes, there is no further effect.
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  • ...m the AI. When freed, each of these outposts will gratefully decrease the AI Progress by 3 every hour. ...net is captured, the outpost will change ownership and will be targeted by AI forces.
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  • ...lightning-fast energy bursts at long range. Depending on the mood of the [[AI War:Dyson Sphere|Dyson Sphere]] when these are created, they may attack eve ...al and Player-Ally Dyson Gatlings do not attack AI targets that could free AI ships (guard posts, command stations, etc).
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  • ...husiasm. If you do not help them take back their planet, they will die and AI Progress will go up massively. Save them, and their unique production facil ...War:Command Station#Warp Jammer Command Station|Warp Jammers]] to keep the AI from attacking that planet.
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  • ...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.
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  • ...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.
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  • AI planets can be alerted. An AI planet is alerted when it is adjacent to a neutral or Human planet, when it
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  • ...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:'''''
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  • ...may not be the most-damaging ship-type for the job, but they're certainly the fastest. ...range ships such as [[AI War:Spire Blade Spawner|Spire Blade Spawner]]s, [[AI War:Sniper|Sniper]]s, ''etc.'' (NB: To be tested - will they survive better
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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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  • == 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.
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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. ...cap of Shredders without building more than a dozen or so at the start of the game.
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  • <big>'''What are suggestions for a good first AI opponent?'''</big> '''Q:''' What would you call a good "default AI" setting to fight against?
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  • 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/>
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  • ...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.
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  • AI planets have a '''Mark''' level, similar to the [[AI War:Mark|Mark]] of units. ...MkII are not displayed. MkIII to MkV are displayed with the same colors as the unit's mark: white with dark red outline for MkIII, with a bright red outli
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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 ...}} | Inf || {{AlgRgt}} | 33,333 dmg/sec || {{AlgLeft}} | Warp Gate (Full - AI ONLY)
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  • == 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.
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  • ...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.<
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  • == What do you need to do to win a game of AI War? == ...s one of the human players hasn't lost any of their home command stations, the alliance can still win.
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  • ...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.
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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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  • ...] || 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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  • ...|AI Progress]] by 20. However, when you destroy the last co-processor, the AI Progress instead takes a massive drop of 120 (105 on Diff 8+, 90 on Diff 9+ Co-Processors also interfere with [[AI War:Supply|Supply]] on their planet.
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  • ...l damage to any ship moving over them and self-damage in the process. Both AI and Human players can use them. Properly used, they can be great defensive ...heavy damage. The minefield is also damaged, and eventually destroyed, in the process.
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  • <big>'''How Do I Defend Against The AI Destroying All My Resources?'''</big> ...defend ALL of my resources on every planet. I seem to be stuck chasing the AI ships around, which is really hard when they send something like Raiders if
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  • ...a [[AI War:Force Field|Force Field]] on your behalf. Will still lose to [[AI War:Bulletproof Fighter|Bulletproof Fighters]], of course. ...hing on the other side fired on their best targets. Using these to absorb the alpha strikes can make or break an engagement against camped wormholes or o
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  • ...|Metal]] or [[AI War:Knowledge|Knowledge]], Supply is an important part of the economical game. It's important to note that both AI and Human players use this mechanism.
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  • ...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.
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  • ...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.
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  • == Breakdown of the Types Of Threads == * Anything that happens on the long-term planning thread is happening on the host only.
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  • ...ilized form of an AI Home Command Station. Having disentangled itself from the now-defunct Warp Grid, this monstrosity may now put all of its starkly inco == How to counter when in the AI fleet ==
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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 Note that the health of these Enclaves does vary.<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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  • ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post. ...0,000,000 dmg/sec || {{AlgLeft}} | Reclaims Enemy Ships, Warp Gate (Full - AI ONLY)
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  • ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post. ...gt}} | 12,800 dmg/sec || {{AlgLeft}} | Engine Damage 60, Warp Gate (Full - AI ONLY), Insta Kills <= Mark 5
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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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  • == 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.
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  • ...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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  • ...vage|Salvage]] mechanism. The AI uses salvaged metal to build and launch [[AI War:Wave|Waves]] against Human planets. When players' units are destroyed on AI or neutral planets, the AI collects a portion of their metal cost as salvage. As with human salvage, t
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  • ...oduces a group of eight short-lived drone attack ships of the same mark as the Enclave. Note: The Enclave Starship does not have a Mark V version.
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  • ...ore formal than the gamespaces (The word used for the namespaces governing the games), but, like always, content comes before style! ===AI War===
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  • ...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
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  • == 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
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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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  • ...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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  • ...'' 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
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  • =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.
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  • ...emy ships guarding that planet compared to when I made my raid. How is the AI getting those reinforcements in there? ...er the Warp Gate is gone. Basically, any AI ships or structures that have the Warp Gate (Full) or Warp Gate (Reinforce) abilities.
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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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