Search results

Jump to navigation Jump to search
  • ...system.<br/>There are actually several types of [[Command Station|Command Stations]] as follows: == Human Stations ==
    20 KB (2,345 words) - 12:52, 30 October 2018
  • ...allies, having builder foldouts for those allies pop out when you build a command station, etc. Note that those "extra" phantom players in existing saves wo ...dated the note about unlocking higher tier harvesters and economic command stations to no longer indicate that the older structures have to be scrapped to be u
    367 KB (58,728 words) - 12:16, 16 September 2017
  • **Command Stations third direct upgrade is now 2000 instead of 3000. This should make scaling * Make it harder for player-allied marauders to kill ai command stations by mistake
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...cenarios in a game, you may use the "cmd:allow duplicate nebula scenarios" command from the chatline to re-enable the old behavior. ...t even the largest galaxy (120 planets, 15 nebulae) won't run out and this command will become moot.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * Added a new debug option: Show Command Stats In Upper Right ...er now also reports the max frame in advance of the current one there is a command queued for. This should never be higher than about four.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...rk-plot consequences for losing a home command station are now 5x a normal command station, instead of 100x. This is relevant to co-op. ...of a .txt file in your RuntimeData/ChatScripts/ directory. When run, this command will treat each line in that file as a chat line from you, including comman
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...aching. The other expected result is the AI acting more sensibly when its command station has been prematuraly destroyed or when ships are freed from a guard * In multiplayer games, all player-controlled command stations now automatically fold out into mobile builders for allied players. This s
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * Logistical Command Stations now Watch adjacent planets * Fix a bug where the Tech menu would always list an incorrect number of each Command Station Type
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...ld have to make a conscious decision (either in destroying the post or the command station) for that to happen. * Fixed bug where only mark I warp-counterattack guard posts were actually launching waves when triggered.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...rm of new warheads, new mercenaries, new turrets, and new lines of command stations. ...our new emphasis on larger centerpieces. The AIs have massive new command stations and guard posts, as well as mobile Guardians that not only defend but launc
    183 KB (30,714 words) - 11:55, 16 September 2017
  • *** The "there are warp gates living next to your king, and it's been a while and you've got at lea ...you anything that did not have an explicit ship cap. So for instance, the command station and the metal harvesters, which are a "what you have here is what i
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...selects according to its tier (basic combat ship, advanced combat ship, or command ship) rather than according to its splinter faction race. ...er attack" message is now broader and should encompass all ways in which a command station can take damage, notably including plasma-siege under-forcefield sp
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...nges to wave interval (which impacts wave size), re-imagining the Military Command Station's weaponry, and adding the new per-planet-cap'd Minifortress. * Made fortresses, forcefield generators, and command stations drop rebuildable remains when they die, greatly reducing the need for micro
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...ommand station now have new, larger graphics and icons. This includes the command station cores. This makes them more attractive, but also easier to see and ...nd don't have any bearing on capturing planets unlike regular full command stations.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...ships sent from another galaxy through a wormhole by a [[AI War:Warp Gate|Warp Gate]]. ...munity. The name displayed over a wormhole leading to an AI planet with no warp gate on it has an orange tint instead of the usual reddish color. On the ga
    5 KB (878 words) - 14:09, 29 November 2016
  • *** Paralysis mines innately provided with Logistics stations is now 20 instead of 30. Granted per hack remains 20. Starting count on bat *** Jammer mines granted per hack now 8 instead of 10. Starting count on battlestation
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * Fix a bug where things were Autobuilding before the Command Station had finished building * Command Station changes.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...I will instead spawn waves on one of its own planets as long as there is a warp gate present, and that wave will immediately become threat. Every AI planet ...structures overtime. However, a reconquested planet's command station and warp gate will no longer give out any AIP. So if you want to take back the plane
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...ced by the AI central command, has survived. These are the forces you will command. The AI subcommanders will fight you to the death when they see you -- but ...fenses. Best ship class for hitting force fields and the final AI command stations.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...fenses. Best ship class for hitting force fields and the final AI command stations. ...ship that repairs itself when it damages enemies. Unless issued a specific command by its controller, it will automatically attack nearby enemies.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ...he planet, then using [[AI War:Command Station#Warp Jammer Command Station|Warp Jammers]] to keep the AI from attacking that planet. Per-planet turret caps ...ufficiently threatening on it, and this doesn't work if you destroy the AI Command station on that planet) Under normal conditions, these aren't particularly
    31 KB (5,110 words) - 15:35, 22 November 2018
  • * Fix a bug where auto-build units were building themselves on planets whose command center was already dead ...uads, anything with is_upgradeable_by_engineers set to true, Arks, command stations, and anything flagged as bonus_ship.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • | valign="top" | <b>Advanced Warp Detection:</b> || When a ship with this ability is present in a system the ...lied Ships On Planet (xx%):</b> || Found on the [[Command Station|Military Command Station]], this ability boosts the attack power of all allied ships in the
    17 KB (2,941 words) - 22:08, 1 February 2015
  • -The metal/crystal production of command stations (all varieties) has been very significantly increased, making those all qui ...en increased a corresponding amount to the production of the other command stations.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...lar when its ships were on player planets, but also when attacking command stations of AI players in general. ...This works for all of the ships that actually pauseable (i.e. not command stations or colony ships) but should work for the others just fine (including the lo
    66 KB (10,612 words) - 11:54, 16 September 2017
  • Updated Command Station Home, I, II, III Updated Orbital Command Station - Warp Jammer
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...tructures (like Advanced Factories, Fabricators, etc) other than your Home Command Station, and instead gets a bonus to the size of its Cross Planet Attacks. | Aggressive AI with many gravity drill stations on its planets. [[Gravity Drill]]s nullify teleporting units and majorly s
    24 KB (3,558 words) - 16:52, 18 May 2019
  • <big>''' Warp Counter Attack Guard Posts'''</big> ...ck against a random human controlled system not protected by a warp-jammer command station. This includes your home system.
    2 KB (430 words) - 19:50, 1 February 2015
  • **Swarm Cruiser's primary weapon now has a weapon jammer **Warp minefield replaced with Corruption Minefield. This just swaps out its old b
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...hat 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.<br/><br/> ...e your only objective is to destroy both [[Command Station|AI Home Command Stations]], there are several gameplay activities that will be underway at various p
    9 KB (1,467 words) - 15:37, 1 February 2015
  • ...venger is incredibly powerful, and will go straight for human home command stations. ...er until the respective ai core command station is destroyed. If the core command station has already been destroyed, the plot cannot be triggered for that a
    41 KB (6,639 words) - 19:47, 1 February 2015
  • * Under the hood, the game has always had a "toggle pause" command that basically says "whatever the state of pause is when I execute, invert ...ed locally, it sends a pause command. If it's paused, it sends an unpause command. This way, even if 16 people hit pause all at once, it will be 16 pause co
    394 KB (67,204 words) - 16:22, 13 April 2021
  • All [[AI War:Command Station|Command stations]] (but the Warp Jammer, which consume 80m/s) produce metal: ...nt structures can store metal, mainly the [[AI War:Command Station|Command stations]]. Overflowing metal is automatically shared or lost.
    4 KB (663 words) - 06:16, 21 August 2016
  • '''Q:''' Does The AI Progress Go Up When I Lose A Command Station? ...e case, but you don't have to worry about that. You can lose your command stations as many times as you want, and AI Progress won't go up -- your economy migh
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...e importantly, which not to, can often be a daunting task in AI War: Fleet Command. The ability to make sound choices in this area can ultimately mean the dif Examples of such valuable targets include Advanced Research Stations, Advanced Factories, and the AI's Homeworld.
    5 KB (818 words) - 06:11, 16 August 2016
  • -Astro Train Stations are now immune to reclamation by parasites. ...s count on the galaxy map was previously not taking into account destroyed warp gates. Fixed.
    22 KB (3,797 words) - 13:38, 1 February 2015
  • ...pansion to Arcen Games' hit space-based indie RTS/4X hybrid, AI War: Fleet Command. This expansion includes a massive amount of new content that brings the ga ...without actually having to spend the knowledge on the standalone advanced warp sensor.
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ...without actually having to spend the knowledge on the standalone advanced warp sensor. ** When an AI Command Station is destroyed on the alarm post's planet, or an adjacent planet, all
    28 KB (4,560 words) - 19:50, 1 February 2015
  • Warp Jammer Command Stations now block counterattack waves.
    7 KB (978 words) - 13:46, 1 February 2015