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  • ...ile:AIWarMetalHarvester.png|left|]] || valign="top" | Mines [[AI War:Metal|Metal]] found amidst wreckage. Built on top of energy capsules (white dots on min ...:Supply|Supply]] to work. [[AI War:Guard Posts|Guard Posts]] usually block metal deposits and must be destroyed first (however guard posts are rarely let al
    2 KB (305 words) - 03:39, 26 August 2016
  • {{AI War 2 Ship:Metal Harvester}}
    122 bytes (15 words) - 12:44, 16 March 2020

Page text matches

  • * Fixed a bug where the resource bar metal/crystal/energy/knowledge mouseover tooltips would show lines for champion-o ** Metal,Crystal production from 16,16/32,32/64,64 => 24,24/48,48/96,96 (the same as
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...maintain as close-to-zero positive net energy balance because energy costs metal+crystal per second and a positive net energy balance provides no real benef ...ize" the enemy target. When the target dies, a percentage of the target's metal+crystal construction cost will be granted to the player that did the most r
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ** Same for if you're low on metal, etc. *** If somebody is poor in metal and didn't do any upgrades.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ** Ten each of metal and crystal manufactories. * The per-second costs of metal and crystal are now shown in a smaller parentheses in the ship costs line i
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ** The metal and crystal costs of mines are now 6x higher. * Metal and Crystal Harvester Marks I/II/III now produce 12/14/16 instead of 12/13/14.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • Updated Energy Capsule (Metal Harvester Build Point) -The metal, crystal, knowledge, and energy HUD data is now visible for all allies (act
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...attention. Also, it will take all damage that would have been dealt to the harvester. Ships that are able to fire through normal force fields can't ignore an ex Note that while the Exo-Shield does not directly reduce the output of the Harvester it protects (Patch 5.000 behavior), the [[AI War:Energy|Energy]] cost does
    2 KB (275 words) - 03:37, 26 August 2016
  • ** Metal Harvester * Increased metal to claim and repair Golems by 150%, energy cost from 30,000 -> 50,000.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • -The end of the economic tutorial now touches on the issues of harvester efficiency. -The buttons for metal and crystal harvesters now show up as red when being shown on a planet that
    22 KB (3,797 words) - 13:38, 1 February 2015
  • ...sits number; they were removed several versions ago from the corresponding metal and knowledge numbers. ** Metal Cost from 100 => 300.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...rther (justified) paranoia, the entity ship-to-ship lines, and the planned metal flows, have been hardened against the sort of multi-threaded pool-area shen ** This should prevent any funky issues with metal being allocated strangely, or things building too slowly or whatnot, or the
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...shields. Since these regenerate on their own, this can often be a waste of metal * Nanocaust spends its stored metal far more frequently now. Slight income nerf to Nanobot Centers as well.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...AI War, though players will only be able to stockpile a limited amount of Metal. ...d structures may be [[AI War:Scrap|scrapped]] to get a percentage of their metal cost.
    4 KB (663 words) - 06:16, 21 August 2016
  • * Left clicking on the Metal Income icon will now give you some stats for units you've killed (Right cli ...r Metal Generation, they are reminded about those mechanics for increasing metal production.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ** 20% greater metal cost. * Harvester Exo-Shield regeneration increased so that self-healing from nearly dead to
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...now shows how much Metal your ships have Metabolized, and your per-planet metal income ...ould be upgraded by a given Tech upgrade, count units in Loose fleets like Metal Harvesters
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...vamped; the time required to build queue-based ships is now based on their metal/crystal cost. -The displayed income rates for metal and crystal now are shown as a net value of the difference between the tota
    48 KB (8,166 words) - 13:40, 1 February 2015
  • *Raptor reduced metal cost from 1800 to 1200 == Beta 2.770 Multiplayer Metal ==
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * '''Harvesters''' (Metal and Crystal variants) ...crystal or metal found amidst rock deposits or debris fields. Crystal and metal are needed for constructing units.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • * '''Harvesters''' (Metal and Crystal variants) ...crystal or metal found amidst rock deposits or debris fields. Crystal and metal are needed for constructing units.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...out of long discussions with players on improving the relationship between metal and crystal. Those two mechanics had become far too similar, and ultimatel ** AI-controlled units of this type do not generate metal for the AI, but do generate Salvage for it (including targets that are recl
    177 KB (28,387 words) - 17:36, 25 October 2018
  • -The amount of starting crystal and metal updated to 20,000 each for players (up from 10,000 and 5,000 respectively), -These additions of metal, knowledge, and crystal are retroactively applied to existing savegames.
    14 KB (2,434 words) - 13:39, 1 February 2015
  • ...Resources_IncreaseMetal works on the give-resources menu and increases the metal-to-give by 1,000. Defaults to Alpha9. ...Resources_DecreaseMetal works on the give-resources menu and decreases the metal-to-give by 1,000. Defaults to Minus (next to Alpha0 on many keyboards).
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...e dyson spheres, which are quite large, now push immobile units (including metal harvesters) and wormholes off of themselves, and with a little bit of buffe * Metal current/needed for building and claiming is now displayed inside the claim
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...s now have a new planetary effect; "Ravage a planet". This removes all the Metal Generators on the planet. ** Octiron <== Metal
    113 KB (18,449 words) - 16:11, 1 June 2021
  • * Set metal and crystal cost of Lightning Torpedoes to minimal values to prevent effici ** This can actually cost a fair bit of metal and crystal, so once your scouts have stopped making progress you'll want t
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...ile:AIWarMetalHarvester.png|left|]] || valign="top" | Mines [[AI War:Metal|Metal]] found amidst wreckage. Built on top of energy capsules (white dots on min ...:Supply|Supply]] to work. [[AI War:Guard Posts|Guard Posts]] usually block metal deposits and must be destroyed first (however guard posts are rarely let al
    2 KB (305 words) - 03:39, 26 August 2016
  • -There are now distinctly different blips on the minimap for metal and crystal deposits/harveters. ...urrent planet. That makes it two clicks to build (or rebuild) all of your metal/crystal harvesters at any planet, as opposed to the longer manual process t
    13 KB (2,246 words) - 13:36, 1 February 2015
  • ...p" | [[AI War:Metal Harvester|Metal Harvester]]<br/>Gathers [[AI War:Metal|Metal]]. ...| valign="top" | [[AI War:Matter Converter|Matter Converter]]<br/>Converts Metal into Energy.
    3 KB (411 words) - 03:21, 26 August 2016
  • ...resource display has been adjusted a bit with how the unused metal/crystal harvester spots and the exhausted science labs show. These should now be easier to s -Harvester Exo-Shields can no longer be paused, as previously this encouraged too much
    107 KB (17,661 words) - 11:54, 16 September 2017
  • New Icons For Metal/Crystal Harvesters Updated Icons For Metal/Crystal
    29 KB (4,906 words) - 13:40, 1 February 2015
  • ...ps has been increased by 33%, but rebelling human colonies now produce +55 metal and crystal per second. This makes capturing multiple rebel colonies valua ...case) that they were causing precision errors in determining the per-turn metal/crystal cost of self-construction, leading to ships like the Zenith Power G
    66 KB (10,612 words) - 11:54, 16 September 2017
  • Giant space bugs that roam around attacking everything and harvesting metal to bring back to their hives, or teliums, to make more macrophage harvester *Harvester exoshield has been removed
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...metal and crystal, making them essentially reduce the net benefit from the harvester they are protecting. They also now cost 1,000 energy, which increases your ...e code branches for all ships. This should make the AI less distracted by metal harvesters, and better at precision-striking valued targets.
    14 KB (2,434 words) - 13:38, 1 February 2015
  • |War Harvester ...p of War Harvester bots from a fellow resistance group. These bots harvest metal from their targets and grant it to you using their scrap cannons. These are
    7 KB (1,060 words) - 17:01, 23 September 2021
  • ...ly easier, but should still require a full fleet and a large investment of metal for rebuilding to succeed. ...build times here are already far shorter, and the increase less, plus the metal costs don't change.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...ore what losing the most productive would cost. This actively improves the metal economy of the player while also cutting down on the risk of brownouts when ...up from informational to full-on-red-alert when at least 50% of the total metal income is spent on conversion.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ** These have always been meant as something for you to dump metal into when you're super rich and have no other outlet, anyhow, so if that's * Previously, when you loaded in a savegame you could not see what the metal-per-second income was until you unpaused the game. This was minorly annoyi
    154 KB (26,552 words) - 11:21, 1 August 2018
  • == Metal == Metal is the primary resource in AI War 2. It is the only one required to actuall
    6 KB (1,035 words) - 12:19, 26 April 2022
  • -The metal, crystal, and energy costs of parasites have been doubled. This is to comp -The metal/crystal cost of Mark II Science Labs has been much reduced, and their shiel
    16 KB (2,780 words) - 11:51, 16 September 2017
  • ...basic stats of every ship]], which are mostly new in this game (note that metal is discussed on that page but not counted as one of the 8 basic stats). ..., but does not cost metal. Repairing bubble forcefield shields *does* cost metal, however. Repairing the hull of crippled centerpieces can cost significantl
    18 KB (3,012 words) - 21:16, 7 August 2022
  • ...ons and other negative/positive effects, but NOT taking into consideration metal/crystal manufactories, since those are really a secondary conversion contro -Metal and crystal harvesters that are being manually placed now "snap" to their f
    18 KB (3,048 words) - 19:47, 1 February 2015
  • ** The planets with the most metal/crystal are of particular interest. ...ant to consider unlocking the Economic Command Station Mark II or upgraded Harvester technology from the ECON tab.
    7 KB (1,144 words) - 09:10, 17 April 2015
  • ...s) make an ideal counter, but if these are causing too much trouble, the [[Harvester Exo-Field]] will typically shut down any income harassment for a relatively ...ess. But they require the finite resource of asteroids, and quite a bit of metal/crystal, and when they're gone, they're gone. This makes the spirecraft, in
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ...ning of the game may begin to falter under the pressure. Consider building Harvester Exo-Shields on worlds that are under sustained attack. ...ystal and allows you to build a Tech III Cruiser every 7 seconds. For 8000 Metal and 4000 Crystal I could build 8 space docks, this allows me to produce a T
    9 KB (1,491 words) - 08:41, 28 May 2016
  • ...s if I don't have ships that are that fast. So far I've been rebuilding my metal and crystal harvesters a LOT. Harvester Exo-shields can be unlocked and put on harvesters that keep getting killed.
    2 KB (310 words) - 14:09, 1 February 2015
  • ...offensive fleet while balancing defense while not squandering away all the metal/crystal income. You start on a planet with 4 wormholes. Each wormhole goes ...vesters to their fate. I guess those planets would be an obvious case for harvester exo-forcefields, but I don't tend to think of that for some reason.
    20 KB (3,556 words) - 19:50, 1 February 2015
  • ...and Station]] does count.<br/>Lastly, you can not construct [[AI War:Metal Harvester|Harvesters]] with unit.
    1 KB (180 words) - 13:05, 28 October 2017
  • * Reduced the effect of Battery Harvester to 30 energy gain per kill. * A new "metal grinder" deadly pursuer enemy has been added to the game.
    63 KB (10,263 words) - 17:36, 25 October 2018
  • #REDIRECT [[AI War:Metal Harvester]]
    36 bytes (5 words) - 03:39, 26 August 2016

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