Search results

Jump to navigation Jump to search

Page title matches

  • =='''How Do I Know What Difficulty Level To Play On?'''== For your first game, choosing a difficulty is mostly based on your experience with other RTS games, since you don't ye
    40 KB (7,197 words) - 01:47, 5 October 2016
  • #REDIRECT[[AI War:Choosing A Difficulty Level]]
    47 bytes (7 words) - 14:37, 4 March 2015
  • |'''difficulty''' '''bot & traps difficulty'''
    3 KB (445 words) - 09:18, 2 June 2016
  • ...ifficulty of the game, see [[AI War:Choosing A Difficulty Level|Choosing A Difficulty Level]].'' Each AI has a difficulty setting ranging from 1 to 10 affecting the quantity of ships it can add in
    2 KB (390 words) - 03:20, 25 August 2016

Page text matches

  • * Added a new advanced option for AIs: Universal Difficulty ...f the time, having the AI, Hunter, Warden, and Praetorian Guard Difficulty difficulty levels all match within an AI faction is the desired setup.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...later, but for now this does help with making it a more interesting higher difficulty area. This can actually have some advantages with missions, for that matte *** The start-new-world popup that asks you for difficulty settings, etc.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ..., the highest champion hull size unlocked for human players, and that AI's difficulty. *** Note: this only happens on Difficulty 6+, as it's not the AI getting anything extra, it's just behaving more inte
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...ced and interesting experience, really in every phase of the game at every difficulty level.''' === AI Income Balance By Difficulty And AIP ===
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...one being allowed to go past the "target' end-game average level for that difficulty. This helps avoid situations where the RNG says GG by pumping all its leve * Added Achievements for winning the campaign with each commander, on each difficulty below Misery (so 30 total).
    160 KB (26,781 words) - 17:21, 2 February 2015
  • ...s would lead to the henchman starting wounded (how wounded depended on the difficulty level). ==== Robotic Hacking Escape Difficulty ====
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...the game, as certain players have displayed the temerity to _win_ on that difficulty. ...smoothed out several "difficulty cliffs" along the 7-to-10 range where one difficulty step was massively more significant than either the one just below or just
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...ervation: AIP is invisible on clients right now, as are things like the AI Difficulty. We'll need to have a nice way of handling that better that mods can mimic ...if we can't find the proper PG difficulty, it will now use the default PG difficulty instead.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * "Medium" general difficulty is now called "Normal" to be consistent with the others. ...ilization, Mass Extinction, and Ultima all now only appear on Hard general difficulty and up.
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ** Rework of how the hacking difficulty estimation is done, which was a big deal for making things clear to players ...sts. The strength of the ships spawned is based on AI Wave size, so AIP/AI difficulty are factored in.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Also decreased the AIs counter-attack multiplier a bit for each Difficulty due to the above. ...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
  • ...a more useful/granular range of difficulty while also compensating for the difficulty-spike (on low-caps particularly) introduced in 4.072. Details omitted sinc ...iguring that a melee ship can have 1.5x as much dps, to compensate for the difficulty of actually getting that close, etc.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...x days returns with a vengeance. For those players playing on an inflated difficulty based on 3.x or 4.x, they should be prepared to get crushed. ...rritory from the AI faster than ever when they are playing on their proper difficulty.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...insta-hit you) have been substantially increased, such that even on normal difficulty they now almost always have the same range or a bit more than you. Their s ...t be attacked again for a certain number of years (determined by strategic difficulty).
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...or is now set foreach AI Difficulty. Starts at 20% of total earned AIP for difficulty 1, then is 35% (the current floor value) for medium, and increases to 40%, ** This makes the game easier at low difficulty levels and harder at levels >= 8
    186 KB (31,438 words) - 17:26, 13 July 2020
  • *** If you wish to report the 'bug' of having beaten the difficulty-10 AI, using Expert mode (or higher) is required. HA mode has some mechani ...s uses the same approach as other Elite units (percentElite = currentAIP - Difficulty.AIPToStartUsingEliteWaveLeaders).
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...xperienced gamers," because a lot of that srot of crowd tends to find hero difficulty too easy. * Updated the difficulty system a bit, so that there are now six difficulties instead of 5:
    363 KB (62,010 words) - 19:50, 1 February 2015
  • =='''How Do I Know What Difficulty Level To Play On?'''== For your first game, choosing a difficulty is mostly based on your experience with other RTS games, since you don't ye
    40 KB (7,197 words) - 01:47, 5 October 2016
  • * The difficulty on Hamlet Idyll mode has been increased on higher difficulties: ...related units is now vastly lower than it was before, and does not vary by difficulty level (just like tokens work).
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ...more updates here than in a lot of sequels we've seen. So it is with some difficulty that we compile these highlights, as even the list of highlights is enormou ** In general, the size of these waves is 1,000 ships multiplied times the difficulty of the first AI player. The number of scrapped ships will be about twice t
    183 KB (30,714 words) - 11:55, 16 September 2017
  • == Version 0.899 Intel Objective Difficulty Ratings == ...a colour/heuristic number combination, similar in principle to the hacking difficulty estimate
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...pull speed of the Will O The Wisp gravity wells is affected by the combat difficulty. ...nger have a ranged attack—that was really pushing things in terms of their difficulty.
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ...mage multipliers (as you go down in floors) to not work properly on Misery difficulty. ...n have late-run enemies suddenly popping up early in the run on this crazy difficulty.
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...ifficulty of the game, see [[AI War:Choosing A Difficulty Level|Choosing A Difficulty Level]].'' Each AI has a difficulty setting ranging from 1 to 10 affecting the quantity of ships it can add in
    2 KB (390 words) - 03:20, 25 August 2016
  • ===Difficulty=== ...difficulty 10 IS supposed to be impossible (if you somehow manage to beat difficulty 10 without cheating or heavily stacking the odds in your favor, please repo
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ** The tutorial now includes a much more natural difficulty progression, so that players won't feel so lost when starting their first r ...up until a certain time has elapsed. Currently it's 20 minutes * (10 - AI Difficulty) for the roaming enclaves, and the same (except 15 instead of 20) for the w
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...ive level to the civ level. This didn't really work all that well for all difficulty and skill permutations. ** On the default (Hero) action difficulty, enemies now get both easier and harder a bit slower than they did before.
    192 KB (32,418 words) - 19:50, 1 February 2015
  • * On normal difficulty and up, the number of spy probes per spacefaring race in deliver spacefarin ...for your race only goes up by a smaller amount based on your chosen combat difficulty.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • * On higher difficulty the AI will now not send waves against planets that are 'too heavily defend ...* 2^ reprisal level. baseMultiplier ranges from 1.1 (difficulty 1) to 1.8 (difficulty 10).
    287 KB (48,412 words) - 12:06, 3 July 2019
  • '''Q:''' With AI players of difficulty 8 and up, it seems like they get really huge incoming waves way faster than ...and when, are a lot more momentous. This effect is even more pronounced on difficulty 10.
    8 KB (1,187 words) - 14:12, 1 February 2015
  • * Added setting to warden and praetor difficulty for 'cap_scales_with_mark_level'. * New ai difficulty 9.5 which isn't really between 9 and 10, but does mark up dramatically fast
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...ingle womrhole at every one of its planets. It still does that if it is a difficulty 10 AI, but only seeds a certain percent of wormholes on lower difficulties * On difficulty 5 and up, the AI will now build nests of sniper turrets every so often (lik
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ** This is to account for the difficulty of defending multiple individual wormholes, and generally the inability of ...rogress threshold. The threshold is defined in the XML and is based on the difficulty for that AI
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ** Similarly, the three difficulty levels have been moved under the character stats rather than the chunk/cont * When looking at the available dispatch missions, it now shows their difficulty, danger, and how much bonus what profession gets to the skill check. The i
    89 KB (14,646 words) - 19:51, 1 February 2015
  • "If anyone beats difficulty 10, that's a bug" is one of our old jokes with the community. Actually, we ** Along with this, the difficulty-based reduction in redirected reinforcement strength (that just caused that
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...did to try to neuter those home planets, etc. That is now still true for difficulty 9 and higher, but the min ship cap has been reduced for other difficulties. ...AI more latitude for interesting attack vectors. The number "X" varies by difficulty level in the following way:
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ==Difficulty based achievements== ...nts from easier difficulties, so only winning the game on the very hardest difficulty settings is necessary to gain all achievements in this category.
    6 KB (992 words) - 22:51, 31 August 2015
  • ...nother player. The first player to reach a set score (based on the action difficulty) is the winner. The score targets are: *** Difficulty 0: 10,000
    4 KB (597 words) - 15:14, 5 August 2010
  • ...t difficulty. So if you have a difficulty 1 AI and a difficulty 10 AI, the difficulty 1 AI will have fewer Normal Planet Nasty Pick planets. ...ged affected the AIs movement and overall income, and somewhat...broke the difficulty, and avoided detection.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • * Conversions now happen more slowly; every X seconds (defined in DZ Difficulty). This primarily slows the creation of new resources, and is useful to make ...king around forever. This GREATLY contributed to this faction's incredible difficulty even at low intensities. May need to do more shifting, but this change will
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...y 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. ...ill occur in the next 10:00-15:00 minutes; warning time is dependent on AI Difficulty. The strength will be determined by a comparison between the game time and
    11 KB (1,701 words) - 15:33, 24 April 2015
  • A certain number (varies by difficulty) of guardians are now seeded at each command station and guard post belongi ==AI Difficulty Level Effects On Guardians==
    4 KB (608 words) - 14:22, 16 June 2016
  • ...ement (if it does indeed do a spawn it will be based on the planet owner's difficulty and unlocked guardian types and controlled by the planet's owner, however). ...ship go next?" logic has been significantly improved to consider both the difficulty of reaching a target planet and the desirability of doing so.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • * [[AI War:Difficulty|Difficulty]] * [[AI War:Choosing A Difficulty Level|How Do I Know What Difficulty Level To Play On?]]
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...tech levels at present. This can happen if the AI players have different difficulty levels set, or if only one of the AI players is technologist, etc. (Having ...|AI Progress]], and the thresholds depends on the AI's [[AI War:Difficulty|Difficulty]]. These thresholds are calculated as follow.
    2 KB (315 words) - 06:14, 24 August 2016
  • ...s makes it easy to compare your civ level to the chunk level, to gauge how difficulty things are likely to be. ...now never lower than 20x the overlord index—each overlord is sequential in difficulty now, going from levels 20 to 40 to 60, etc. Of course those are minimums,
    109 KB (18,636 words) - 19:51, 1 February 2015
  • * <code>alter AI,[ai number], [difficulty number]</code> ** Lets you increase or decrease the difficulty of a specific AI.
    22 KB (3,787 words) - 12:13, 9 August 2022
  • '''18. The real game begins at difficulty 7.''' ...stupid the AI is if you are playing on even difficulty 6. The increase in difficulty and intelligence is quite sharp between even 6 and 7. The AI at that level
    10 KB (1,822 words) - 19:49, 1 February 2015
  • -Tactical retreats have been added for the AI on difficulty 5 and up. If the AI finds itself sorely outnumbered on a planet, it will n ...as overwhelming odds against the player, it now acts a lot more vicious on difficulty 5 and up.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...y AI will also react differently with those now-free units. The higher the difficulty, the more accurately the AI gauges its forces against yours in deciding if ...he non-homeworld planets. Or, more specifically, to counteract the lowered difficulty that is also contained in this release in the form of the lowered AI per-pl
    8 KB (1,442 words) - 02:58, 17 June 2016

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