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  • ...y for its limitation. This should make it a valuable asset worth paying 40 AIP for. ...g for free" objectives no longer appear if capturing the planet would cost AIP.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...it seemed like even dislodging a non-respawning population (after raising AIP a bit) would be inappropriately difficult. ...auto-target stuff that should not be auto-targeted (wormhole guard posts, AIP-on-death structures, etc) if the unit in question shot them first.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...plays that it adds the functions to adjust starting and incremental AIP or AIP reduction, as well as having the Auto-Juggle energy setting in the first pl === AI Income Balance By Difficulty And AIP ===
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * New extended setting which makes sabotage hacks still charge you the aip death-price. ...urn it on in your galaxy settings <i>Extended > AIP > Sabotage hacks cause AIP</i>.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ** Ha! Clients were able to take planets without incurring AIP for their planets, at least in the last month or so. The beta may not have *** Too Much AIP
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...tion of the resource bar now also shows the current AI mark level, and the AIP for raising the AI mark level. * Continued incremental improvements to improving the colouring of the AIP history to reflect which factions did what
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...question (each AI has its own reserve) and AIP. On Diff 7 with non-insane AIP it's pretty tame. Higher up, it gets more intense. ...ents) if under a "special forces population cap" determined by difficulty, AIP, etc.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...st (and thus are fully functional in Expert+ anyways) but cost between 2-4 AIP to acquire and mark up with Expatriate Tech. Most of them are based on vers ...the board to make them tougher than guardians. Increased the cost for the AIP to purchase accordingly
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ** Due to its existing AIP cost, this should be fine? Moderate payment and large military investment s ...s change made it pretty simple on 5, somewhat difficult on 7 (50, 110, 360 AIP tested), and juuuust possible on Democracy's save of 500aip, difficulty 9.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...e top of the UI, you'll see a big red number with the accompanying letters AIP. This is AI Progress, AKA how pissed off the AI is against you. The higher ...awn close to your homeworld and on low level planets initially, but as the AIP becomes higher, they will spawn farther away and on higher mark planets. In
    44 KB (7,548 words) - 13:50, 25 April 2022
  • * A Mime throwing back EMP warheads will now use the no-AIP ones. * Data Centers and Coprocessors now tell you how much the AIP reduction is on higher difficulties.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...tion after a minor faction killed the original (so the player is incurring AIP by killing the reconquest AI command station) then allow scouting. ...ence extraction hacking now correctly costs AIP if the player would accrue AIP from capturing the planet (ie if a minor faction took out the AI command st
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ** AIP on death from 5 => 15. * The Shark plot has been split into Shark-A (only increases AIP on command station death) and Shark-B (only does the non-permanent AI bonus
    209 KB (33,423 words) - 12:14, 16 September 2017
  • * Add Distribution Nodes; these give a burst of metal in exchange for some AIP. Reuses an existing icon. ...(ie the archive is destroyed or your hacker is destroyed) then you get 80 AIP.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...mprove some Marauder tracing to track this, and show the Marauder-specific AIP in the threat tooltip * Only print AIP Change Messages once, instead of once per AI. It could get overwhelming in
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ** Lots of features relating to other factions incurring AIP against themselves, and the AI reacting to them. *** And then, lots of features relating to players belatedly incurring AIP if they were to take planets from those third party factions that originall
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...non-worthwhile by the upper end of that scale. Now it is 5*shiplevel for AIP. ** Instead of incrementing the counter every 80 seconds by 1 + (AIP / 50), it now increments by 1 + (AI Tech Level - 1) (or, more simply, by AI
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Tweak the numbers for a given Dyson Sphere's max strength per AIP to factor in the Intensity. Show (by percentage) how much of its Max Streng ...in the game lobby, and reconquest waves are locked behind a per-difficulty AIP threshold.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...would be good if someone verified the "killing one individually increases AIP, but killing all of them gives a big net decrease" behaviour * Fixed a bug where AIP was not being applied appropriately if it was on the death of a non-AI-owne
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...nor faction owned planets. Note that this means you do not have to pay the AIP cost for the world if you can manipulate a non-allied minor faction such as ...s neutral or player owned. Note that this means you do not have to pay the AIP cost for the world if you can manipulate a non-allied minor faction such as
    18 KB (3,155 words) - 20:56, 22 October 2022
  • ...lculations involved. Core CPA Guardposts on the Homeworld will always use AIP, and never game length. ...r your current AIP tech level, or 2 if it's lower (so if you've pushed the AIP to Tech Level III it'll act as though it was II when it starts looking for
    11 KB (1,701 words) - 15:33, 24 April 2015
  • * The AI gains access to a new type of ship for every 200 AIP. ==What Happens If The AI Progress (AIP) Is Lowered After Passing A Tech-Up Threshold?==
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...ver spend, HaP at the end of the game will end up greater than or equal to AIP. These HaP can be spent on a variety of different hacking types; players c ...op accelerators, and AI Eyes. Destroying a unit this way does not trigger AIP-on-death or similar consequences.
    13 KB (2,173 words) - 05:59, 28 July 2016
  • ** An important change from AIWC is that these don't cost AIP to use. Instead they're simply a limited resource, with a starting stockpil ...randomly kind of like Data Centers. But instead of destroying to decrease AIP, you hack these to increase your warhead stockpile. E.g. a Nuclear Warhead
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...of this was that your speed was 4.1x, but on the nastier end it meant your AIP was 4.1x higher. Or on the plus side, your science... ...iming the new Fleet Research Station ships that was not charging you their AIP properly.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...ion]]: '''+15''' ''(Automatically destroys the warp gate for a total of 20 AIP.)'' ...rd Post]]: '''+1''' ''(And unless Lazy AI option is on, it also raises the AIP floor by 10.)''
    3 KB (550 words) - 13:51, 21 October 2016
  • ...ion|Command Station]] in its system is enough to change its +1 aip/h to -3 aip/h. Free outposts that players don't capture will however technically remain ...t a better AIP shift. With sufficient captures, the trend can be inverted: AIP will decrease every hour.
    2 KB (413 words) - 06:03, 28 July 2016
  • * Fixed an issue where reclaiming a planet you'd lost would cost more AIP. ...game, but that interval increases with AIP until it hits 10 minutes at 100 AIP.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * When you take an AI planet, thus causing an AIP increase, and that in turn causes the AI to unlock a new ship type, the res ...the "Standard" eligibility filter, that's supposed to be a combination of "AIP is high enough to use this Mark Level", "This design does not need to be un
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...olation, this AI's planets will not have warp gates, and thus will cost 15 AIP instead of 20 to take. * Viral Clusters no longer cause AIP on death.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...so that MP clients are really frequently getting updates on the status of AIP and waves and similar. * Dire Guard Posts only generate AIP on death when they are owned by the AI
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...st.png|50px|left|]] || valign="top" | [[AI War:Alarm Post|Alarm Post]] ('''AIP on death''' / '''Sabotage''')<br/>Wakes up AI units when its command statio ...n="top"|[[AI War:Special Forces Alarm Post|Special Forces Alarm Post]] ('''AIP on death''')<br/>Same as the Alarm Post, but warns [[AI War:Special Forces|
    5 KB (680 words) - 11:53, 17 August 2016
  • ...Progress cost for killing any Neinzul cluster (Neinzul Nests still cost 10 AIP to kill). ...laves it spawns an additional enclave (of the same alignment) for every 75 AIP.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...to prevent the new wormhole from being created. Borers are gated behind an AIP threshold, and can be disabled in the game lobby as well. ** Retribution AIP cost 30 -> 20
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...olation, this AI's planets will not have warp gates, and thus will cost 15 AIP instead of 20 to take. ...ey have no attack of their own but can take vastly more damage and cost 10 AIP if destroyed instead of 2.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...Transcendental: Immune to both zombification and nanocaust. As these cause AIP on death, i doubt people would enjoy having them die twice. * Unified access to sprites/colors for terms (ie. AIP, Strength, Metal).
    112 KB (17,794 words) - 03:09, 10 May 2024
  • ...equivalent speed as before (meaning more health lost per second. Their +1 AIP per X health value has also been increased by 8x. -Botnet Golems now have 4x more health. Their +1 AIP per X health value has also been increased by 4x.
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...and make this particularly difficult and/or unbeatable due to the massive AIP increases and possibly the death of your fleet. ...causes the Botnet Golem to have its normal energy requirement and cause no AIP when reactivated. However, whether or not you choose to capture the golem,
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ...of response. In this case, the frequency of the strikeforces increases as AIP increases. ...of response. In this case, the frequency of the strikeforces increases as AIP increases.
    5 KB (858 words) - 00:33, 8 March 2015
  • * AIP-increases when destroyed, '''while being owned by the AI''', ''e.g.'' if yo ...efore destroying them, others such as the [[Zenith Reserve]] will increase AIP when destroyed both before and after you capture them.
    6 KB (896 words) - 21:46, 23 July 2012
  • ...'')<br/>Holds AI's memory bits; destroy to make it forget Humans and lower AIP. ...P but destroying all four hampers AI processing power and massively lowers AIP.
    3 KB (470 words) - 10:40, 17 August 2016
  • ...e number shown in [brackets] next to the AIP level) +1. So if your current AIP is generating Mk2 AI reinforcements, expect to see Mk3 units come from the
    2 KB (287 words) - 13:45, 1 February 2015
  • ...chance a wave will spawn before you can kill the last one and reverse the AIP gain. [[Spirecraft Jumpship]]s are particularly excellent for this. If you ...g the four co-processors. While the effective AIP will decrease, the total AIP will increase. This has the side effect of increasing the floor and may cau
    2 KB (246 words) - 12:01, 21 August 2016
  • ** '''Shark-A''' gains AIP with each human command station death. ...AI start with 3 guardian types "unlocked" and gradually unlocking more as AIP increases, rather than having all AIs have all guardian types all the time.
    14 KB (2,253 words) - 20:05, 6 August 2020
  • ...uardian types, and gets more as AIP goes up: at 50 total AIP and every 100 AIP thereafter (so 50/150/250/etc) it will unlock an additional guardian type.
    10 KB (1,457 words) - 12:01, 21 August 2016
  • ...mantled and, once built, they must either survive the game or induce their AIP at one point. Warheads are the only kind of units targeted by [[AI War:Core ...players to face warheads. Thankfully, these special warheads don't induce AIP.
    4 KB (654 words) - 08:48, 25 July 2016
  • ...nd are not planning to settle the planet in the future (thus incurring the AIP cost for the planet.) (more details on the Hacking page). Each planet can o Science can also be obtained by destroying a Distribution Node for a small AIP cost, and there are some additional Factions, e.g. Astro Trains, which can
    6 KB (1,035 words) - 12:19, 26 April 2022
  • ** Does NOT count as a cheat if you are increasing AIP with this. Feel free to inflict that on yourself. ** Destroys 90% of all non-leader, non-contained, non-guardpost, non-AIP-related units in the galaxy, for all factions (including yours).
    22 KB (3,787 words) - 12:13, 9 August 2022
  • ...f this is that early AIP increases won't actually increase wave size until AIP hits a certain point, unless you're playing on diff 10 where the result fro
    8 KB (1,187 words) - 14:12, 1 February 2015
  • ...would really benefit if I lost. I understand a Golem being repaired makes AIP go up, and the AI is in its right to get scared of that, but why when it di
    7 KB (1,278 words) - 13:44, 1 February 2015

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