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  • Guard Posts are immobile AI units. They are AI equivalent for turrets and are the There is several 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
  • ...sion 7.001 and up can be found at [[AI War:Current_Post-7.000_Beta|Current Post 7.000 Beta]]. ...g units (the expansion has a guard post, a dire guardian, and a core guard post with that ability) were not actually attrit'ing the swallowed starships.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...sion 6.001 and up can be found at [[AI War:Current_Post-6.000_Beta|Current Post 6.000 Beta]]. ...orders would auto-target stuff that should not be auto-targeted (wormhole guard posts, AIP-on-death structures, etc) if the unit in question shot them firs
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * Now that AI Shield Sphere Guard Posts have so much health, they are no longer used in the intermediate tuto ...n the unit's effectiveness, actually), we can look at reducing the stagger post-5.0.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ** This is all the guardians, and basically everything but the fleetships and guard posts are now taken care of. And some of the Arks. ** Alarm post redone (always had too crazy of lights, and was very dark now)
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ** So are tractor and tachyon arrays, focused gravity generators, and minefields. These are so un-tempti * Tachyon Arrays, Sentry Frigates, and Focused Gravity Generators are now upgradeable
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...breviated'', organized version of the full release notes ([[AI War:Current Post-3.120 Beta|part I]] and [[AI War:Current 4.0 Beta|part II]], which were ove ...asis on larger centerpieces. The AIs have massive new command stations and guard posts, as well as mobile Guardians that not only defend but launch often-br
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...umber of times hacked by each type of hack, systems (this is the big one), guard patrol points, protecting shields, AI reinforcement point contents, death e * Fixed a boolean inversion that was causing tachyon beams, tractor beams, gravity generators, and similar to never show up in t
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...breviated'', organized version of the full release notes ([[AI War:Current Post-4.000 Beta|here]]). ...there were so many balance changes there with the introductions of the new guard posts and guardians, not to mention the new player economy in that version,
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...breviated'', organized version of the full release notes ([[AI War:Current Post-5.000 Beta|here]]). ** 3 _Nasty_ new Core Guard Post types for the AI to defend its homeworlds with.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • [[AI War 2: Pre-And-Post Launch Polish]] * The guard posts now have a new visual base for themselves, and specific guard posts now have their own turrets and materials based on that base:
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...ostly out of date. A more recent list of guard posts is available [[AI War:Guard Posts|here]]. <big>'''What Do Guard Posts Do?'''</big>
    8 KB (1,442 words) - 02:58, 17 June 2016
  • ...player should have to make a conscious decision (either in destroying the post or the command station) for that to happen. ...e placement of harvesters on resource points that were still covered by AI guard posts.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • * The "GetPraetorianGuardExternal was null on faction AI Praetorian Guard" error should now be fixed. *** Defense Post: 55000 -> 30000
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Concussion Guardians and Guard Posts now have a range of 18,000, instead of 30,000. * Nucleophilic Guard Posts damage multiplier reduced from 6 to 3 to bring it in line with simila
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...tutorial is now massively different, accounting for the addition of unique guard posts and the removal of turrets. Also adding guardians on a few planets, ...ression, so that players won't feel so lost when starting their first real post-tutorial campaign without the hand-holding.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • Patch notes for game version 8.001 and up can be found at [[AI War:Current Post-8.000 Beta]]. ** The neinzul spawner core guard post now spawns about 1/12th as many of these as before.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • [[AI War 2: Post Completion Part II]] The game's first year and a few months post-completion saw a huge amount of modder and volunteer updates to the game, t
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * The Praetorian Guard no longer gets any mark level upgrades above the ambient of the AI during t ...s of a number of shield generators which must be destroyed before the dire guard posts on the AI Homeworld(s) can be destroyed.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Swarmer Guard Post drone production rate reduced 20%. * Increased icon size for things like Guard Posts, Dire Guardians, Ion Cannons, Fortresses, larger Dyson ships, Data Ce
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...hus slowing them down and also causing them to have a braindead Praetorian Guard subfaction). Essentially if we can't find the proper PG difficulty, it wil * Guard posts and fleet leaders of non-friendly factions now show up on your sideba
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * Minor factions are forbidden to kill Tachyon Sentinels, as it makes it too easy for the player to explore quickly ...e description of how you get science has been fixed up to be fully correct post-pivot.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * Destroying Special Forces Guard Posts * '''Tachyon Warhead Mark III''' +3 AI Progress If Killed
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ** Praetorian Guard is now in the game. The Praetorian Guard is the Bodyguard of the AI overlord. ** The ability for factions to flush AI defenders from guard posts forcibly to make them fight.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ** All of the guard posts now take 10 shots (mainly this means if they are the Ghost versions o *** Ditto for the dire guard posts, except those now take 20 shots, holy cow.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • === Coming Soon: Post-Processing Visual Stack Upgrades === * Did quite a bit of experimenting with our post-processing stack to see if we could make it any more efficient or any highe
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * '''Tachyon MicroFighters''' (I-IV variants) ** No combat value, but is cloaked, emits tachyon beams, fires counter-sniper flares, and acts as a scout.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • * '''Tachyon MicroFighters''' (I-IV variants) ** No combat value, but is cloaked, emits tachyon beams, fires counter-sniper flares, and acts as a scout.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ** Also helps some on tachyon planning, tractor planning, and metal flow planning. But again, the help h ** In guard post placers during mapgen, for guarding metal generation spots (aka faster mapg
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...patrol between the guard posts on a planet if there are at least two such guard posts. If there are not, then they will patrol at random. ...chasing a minor faction ship and moved beyond a certain distance from its guard poing, it would be freed to hunt the human players. Fixed to not be thus f
    66 KB (10,612 words) - 11:54, 16 September 2017
  • * Planetary Controllers now have a very basic level of Tachyon output, so a defending planet will never be completely unable to decloak en ** It also has a strong tachyon emitter.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...r centerpieces. The AIs have massive new command stations and a variety of guard posts, as well as mobile Guardians that not only defend but launch often-br ...nd present a more serious counterattack threat than the recently-added new guard posts, which are stationary. In other words, if you launch an attack and bo
    4 KB (608 words) - 14:22, 16 June 2016
  • -The AI will no longer abandon its command posts to pursue tachyon warheads. 50: Sensors (tachyon drones, etc)
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...s with tracking "nearby unengaged mobile strength"; notably it counting AI guard ships and not properly populating all the relevant lookup tables due to the ...) still cost power, as do non-turrets (grav generators, shield generators, tachyon arrays, beam cannons, etc). Tractors may be moved to the no-power list, we'
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * [[AI War:Tachyon Microfighter|Tachyon Microfighter]] * Cloaking, free reign in absence of tachyon
    28 KB (4,216 words) - 11:40, 4 February 2017
  • : [[AI War:Current Post-8.000 Beta|Upcoming and latest patch-notes]]. * [[AI War:Cloaking|Cloaking]] (and Tachyon)
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...l summaries. The only ship that is this way for AIs presently is Wormhole Guard Posts, which will be enabled even when cloaking is disabled in the lobby (p ...Post. Allied ships that are sent to this planet will gather at this rally post. If there are multiple allied rally posts on a single planet, entering ship
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...ation Shield Guard Post|Command Station Shield Guard Post]]. Moreover, all guard posts on AI homeworlds are invulnerable while at least one [[AI War:Core Sh ...ic Wormhole]]. The Home Command Station emits a planetary [[AI War:Tachyon|Tachyon]] field.
    2 KB (374 words) - 17:40, 26 October 2016
  • ...ven if those ships normally do not have cloaking.<br/>Note that this guard post does not cloak itself and will always be visible. ...erous, this post can be hard to track down, especially when it is the last post you need to kill to destroy the [[AI War:AI Eyes|Eye]] in the system.<br/>
    1 KB (177 words) - 05:40, 10 July 2016
  • ...rden Fleet, Neinzul in the Border Aggression and Templar in the Praetorian Guard. * fix to tachyon beams not being disabled by perf setting.
    114 KB (18,064 words) - 16:22, 14 May 2024
  • [[AI War 2: Post Completion]] *Doubled Mines for Orbital Stealth Guard posts and they can spawn in a second, farther ring
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...ng Attack Waves against this planet, including normal Waves, Counterattack Post waves and so on. Also prevents the adjacent planets from going on alert fro ...nd Station]] is destroyed, any [[AI War:Wormhole Guard Post|Wormhole Guard Post]], [[AI War:Warp Gate|Warp Gate]] or [[AI War:Design Backup Server|Design B
    20 KB (2,345 words) - 12:52, 30 October 2018
  • * Aedile AI Type: This AI has a somewhat stronger praetorian guard which is allowed to roam a bit further from its Homeworld. (Hard) * Praetor AI Type: This AI has an extra-strong praetorian guard which is allowed to roam much further from its Homeworld. (Brutal)
    113 KB (18,449 words) - 16:11, 1 June 2021
  • [[The Last Federation Post-1.0 Release Notes]] * To make it easier to understand what actually happened in a battle, the post-combat results window now displays (where applicable) :
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...osts|Guard Post]] on their planet (not counting wormhole and special force guard posts). Guerrilla-style raids and heavy usage of [[AI War:Starships|Starshi ...ficiently large Hacking Points buffer the AI might not be allowed to use a tachyon blast, which would allow the hacker to complete the sabotage on its own. Th
    4 KB (667 words) - 02:28, 25 August 2016
  • -AI planets no longer get extra reinforcement ship cap from wormhole guard posts. This makes the practice of "neutering" AI planets once again effect ...vides incentive for players to at least partially neuter really high-guard-post-containing planets that are near to the player's area. On the higher diffi
    41 KB (6,639 words) - 19:47, 1 February 2015
  • * Firing a Tachyon Pulse to show all cloakers. ...uman ships on the planet the normal cloaking ability and suppresses all AI tachyon sources. All normal "must recharge cloak after firing" rules still apply.
    13 KB (2,173 words) - 05:59, 28 July 2016
  • ...guerrilla-style raids until it dies automatically with the last such guard post. When fully charged, the Threatening Eye will warp additional AI attack sh ...{{AlgCtr}} | Inf || {{AlgRgt}} | 33,333 dmg/sec || {{AlgLeft}} | Planetary Tachyon Beam Coverage, Warp Gate (Full - AI ONLY)
    3 KB (397 words) - 01:22, 25 February 2013
  • ...ements#Neutering_AI_Planets|Neuter]]''' - Destroy some or all non-wormhole guard posts and sometimes other structures in an AI-held system, to control re-in ...- Describes ships having both cloaking and [[Ship Immunities|immunity]] to tachyon beams; see [[Cloaking_and_Tachyon_Beams(Stealth)#.22Perma-Cloaked.22|here]]
    4 KB (585 words) - 15:37, 1 February 2015
  • |[[File:AIWarMicrofighter.png|left|Tachyon Microfighter]] || valign="top" | Tiny fighters best in swarms. Reveals any ...ps as [[Fighter]]s - no more, no less. They are stat-wise similar, and the tachyon beams have a practically useless range except to flush out AI ships that at
    1 KB (202 words) - 03:54, 21 August 2016

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