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  • [[AI War 2: Building Multiplayer]] ...st expansion (released at the end of this phase), and an unexpected ton of AI improvements.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • #REDIRECT[[AI War:Vengeance of the Machine]]
    44 bytes (7 words) - 00:20, 27 February 2015
  • [[AI War 2: The Era of Discovery]] == What was the "Pivot?" ==
    154 KB (26,552 words) - 11:21, 1 August 2018
  • [[AI War 2: Pre-Early Access Polish]] ...ty.com/games/573410/announcements/detail/1732082664630714967 "Retrieval of the Lost Arks" Plus an Essay, Apparently.].
    260 KB (44,014 words) - 13:36, 4 October 2018
  • #REDIRECT [[AI War 2:The Era of Discovery]]
    43 bytes (7 words) - 07:56, 17 September 2018
  • {{AI War 2 Ship:Gyrn ; the Voidhome}}
    38 bytes (6 words) - 19:07, 25 October 2018
  • [[AI War 2: The Refinement of Fleets]] ...ake this clearly the superior product in terms of playability, fun factor, the amount of fun thinking-about-interesting-challenges you do during gameplay,
    287 KB (48,412 words) - 12:06, 3 July 2019
  • [[AI War 2: Pre-And-Post Launch Polish]] ...e bunch of other areas of the game at the same time. Finally implementing the new lobby and how a lot of that works, for instance. So a whole bunch of g
    278 KB (47,062 words) - 16:30, 11 October 2019
  • {{AI War 2 Ship:Gyrn, the Voidhome}} [[Category: AI War 2: Arks]]
    65 bytes (10 words) - 22:37, 12 March 2020
  • ...sense of those things that are defined in xml and new in version 2.040 of the game and further? If so, click that link. Those are what you should be us ...those are... less robust. The journal entries that we're referring to at the above link is instead like uncovering little wiki entries, almost, that sho
    9 KB (1,517 words) - 16:19, 7 May 2020

Page text matches

  • [[AI War 2: The Final Cycle]] ...tically improves... performance, multiplayer correctness, how easy or hard the game is to code to, etc.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • [[AI War 2: The Great Refactor]] ...to really get rid of a TON of annoying things and things that slowed down the simulation or made networking have issues, or otherwise.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • [[AI War 2: Finalizing Multiplayer]] ...ut it wound up taking over four months and touching almost every aspect of the game. A more detailed writeup can be viewed [https://store.steampowered.co
    563 KB (96,029 words) - 12:31, 14 April 2021
  • [[The Last Federation Post-1.0 Release Notes]] * The vote to join existing federation text was using skylaxian-sounding terminol
    402 KB (68,779 words) - 12:25, 31 January 2015
  • [[AI War 2: Interlude And Refinement]] ...to us. It was a really useful period in that regard, and by the end of it the alpha was in a stable enough status that we did get some questions of "why
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Patch notes for game version 6.001 and up can be found at [[AI War:Current_Post-6.000_Beta|Current Post 6.000 Beta]]. * Updated the player-community credits to reflect contributions during the 5.0-to-6.0 run. Thanks everyone!
    407 KB (65,607 words) - 12:09, 16 September 2017
  • [[AI War 2:The Paradigm Shift]] ...This phase did see a major UI overhaul for attractiveness and theming, and the number of mods and ease of using them rose quite a lot.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...ed! 1063 distinct changes were made as part of 44 different releases over the course of 114 days. * The Ability to swim!
    363 KB (62,010 words) - 19:50, 1 February 2015
  • [[The Last Federation Post-2.0 Release Notes]] * On normal difficulty and up, the number of spy probes per spacefaring race in deliver spacefaring tech missi
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...eed! 778 distinct changes were made as part of 36 different releases over the course of 51 days. ...players. We sincerely thank each and every one of those players who played the game in Boston.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...18. 1110 distinct changes were made as part of 38 different releases over the course of 60 days. 80 Players are thanked in this series. Some of the most common names this time around are:
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...and the "Spirecraft - Hard" minor factions to not specifically state that the extra attacks include golems or spirecraft, since there's no guaruntee of e ** Spawns now only happen when the marauder counter is "fully charged" (40 for diffs < 9, 80 otherwise) instea
    367 KB (58,728 words) - 12:16, 16 September 2017
  • [[AI War 2: Post Completion Part II]] ...se notes became too long and a successor page was created in order to keep the length down.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • [[AI War 2: Pre-And-Post Launch Polish]] ...e bunch of other areas of the game at the same time. Finally implementing the new lobby and how a lot of that works, for instance. So a whole bunch of g
    278 KB (47,062 words) - 16:30, 11 October 2019
  • [[AI War 2: The Refinement of Fleets]] ...ake this clearly the superior product in terms of playability, fun factor, the amount of fun thinking-about-interesting-challenges you do during gameplay,
    287 KB (48,412 words) - 12:06, 3 July 2019
  • [[AI War 2: Sunset of The Badger Era]] ...equivalent of "first AI War plus four expansions," we were ready to tackle the next big thing: multiplayer!
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...iod! 800 distinct changes were made as part of 62 different releases over the course of 56 days. For extended thoughts about the design decisions during this period, please see [http://christophermpark.bl
    278 KB (45,949 words) - 19:51, 1 February 2015
  • [[AI War 2: Pre-Early Access Polish]] ...ty.com/games/573410/announcements/detail/1732082664630714967 "Retrieval of the Lost Arks" Plus an Essay, Apparently.].
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...ural Wonders are now limited on what map types they can appear on based on the terrain types. So you no longer get really strange natural wonders showing ...he same, but which have visuals that fit in with the martian scenery now. The remaining 10 natural wonders simply will not be present on mars -- but ther
    202 KB (34,152 words) - 15:38, 19 November 2015
  • [[AI War 2: Final Pre-Beta Checks]] ...BL light source that is much bluer and also brighter, changing the look of the dark side of ships and objects.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • == Statistics For The Curious == ...were (as always) a huge help. 123 Players were thanked over the course of the 500 individual changes that were made.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • == Statistics For The Curious == * The combined release notes for those 53 betas total over 360 kilobytes of text.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...lish actions against underground buildings would be interpreted as against the surface building above them. Thus preventing demolishing something under a ** Thanks to tadrinth for the report and save
    208 KB (34,773 words) - 19:15, 5 June 2015
  • == Statistics For The Curious == ...hp/topic,11809.msg125187.html#msg125187 One does not simply stroll through AI War patch notes], indeed.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • == Statistics For The Curious == ...July 16), AND a signficant period with no public releases while we ported AI War from .NET/SlimDX to Unity3D.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • * Added Mouse tab to the Input Bindings screen; it's just a static listing of controls and cannot be ...a game with an expansion disabled when the "last used" AI Type for one of the AIs requires that expansion.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...eed! 640 distinct changes were made as part of 40 different releases over the course of 43 days. A player is thanked in at least 307 of those changes. * The Intro Mission
    192 KB (32,418 words) - 19:50, 1 February 2015
  • [[AI War 2: The Pivot]] == Version 0.722 Down the Wormhole ==
    161 KB (27,377 words) - 16:31, 24 April 2018
  • Patch notes for game version 8.001 and up can be found at [[AI War:Current Post-8.000 Beta]]. ...es in 425 days. Thanks to player feedback (some new, some from years ago) the game is now better than ever.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • [[AI War 2: The Era of Discovery]] == What was the "Pivot?" ==
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...rdness when someone opened the customization window before closing both of the initial city map tutorial messages. ** Thanks to Pepsisolo for the report.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • [[AI War 2: Building Multiplayer]] ...st expansion (released at the end of this phase), and an unexpected ton of AI improvements.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • [[AI War 2: The Grand New AI]] ...were having fun with. But inevitably, the more people we had playing it, the more things get brought to our attention to refine and make as smooth and f
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...e-shot bursts in a brief sequence rather than all at once, to give more of the desired visual effect (gameplay impact should be minimal) : * Fixed bug where enclave starships (the normal ones, preservation wardens, and roaming enclaves) were not being con
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...th. 549 distinct changes were made as part of 29 different releases over the course of 95 days. This comes to nearly 6 changes per day. ...yers are thanked in this series (50 more than in the beta period). Some of the most common names this time around are:
    150 KB (24,846 words) - 12:25, 31 January 2015
  • * The game now more aggressively updates its world coordinates for the mouse cursor, making sure that scrolling-based issues that could happen whi * The game now links to the new beta release notes page, rather than the pre-beta release notes page.
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ...rd. 620 distinct changes were made as part of 34 different releases over the course of 20 days. 28 Players are thanked in this series. Some of the most common names this time around are:
    132 KB (22,317 words) - 12:25, 31 January 2015
  • [[AI War 2: Making Alpha Fun]] ...visuals for it (all five marks, although only one mark is actually used in the game right now).
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * Floor skipping abilities will no longer work on the last floor of the run. * Fixed a bug where the space invaders boss's little spawning guys were granting absolutely obscene
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...notes they needed to be cut down and edited. So here is the original, and the cut-down version is here: * The science and hacking scales, which were 1000 and 15 previously, have now bee
    122 KB (21,444 words) - 14:29, 18 April 2019
  • [[AI War 2: Post Completion]] ...ltiplayer was better than ever. This phase marked the very last stages of the multiplayer beta before it left that status.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • This is for pre-release testing for the Zenith Onslaught. It was used for patch notes as well. It is now out of dat ...Feel free to change anything to your taste. Also check out the section at the bottom of this wiki page for some ideas and mechanics you might find useful
    113 KB (18,449 words) - 16:11, 1 June 2021
  • NEW ART -All of the new art is by Philippe Chabot except where here noted. -The Leech Starship has all-new graphics, and the Raid Starship graphics have been much improved.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...d in. The most relevant one is called ArcenDebugLog.txt. You can send us the whole thing, or just strip out relevant parts. ...That gets overwritten the next time you run the game after a crash, unlike the other log. These can be found here:
    112 KB (17,794 words) - 03:09, 10 May 2024
  • * Our fix to the screenshot quality issue that existed two versions back was to use SMAA. T ...get away with keeping a 32bit version of the game, but that looks like not the case. Thus updating this prior to us actually selling it seemed rather wis
    79 KB (13,456 words) - 16:18, 24 August 2016
  • [[AI War 2: The Arrival of Fleets]] ...t some new content in place as well as continuously refining huge areas of the game.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • Energy Storm (replacing the prior Thor track, which was often unpopular) -The way that build queues work has been completely revamped; the time required to build queue-based ships is now based on their metal/crysta
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...ies can be found in the 4journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Long Title: Miners in the $planetName nebula are requesting our assistance against attacking Marauder
    62 KB (10,032 words) - 05:06, 2 March 2015
  • ...issue where the quality of the underground tiles and the building icons in the game were showing up with a very cruddy quality. ...uilding to actually build, the listboxes on the left would jump back up to the top annoyingly.
    59 KB (9,843 words) - 15:39, 19 November 2015
  • [[HotM: After The Transformation]] ...lly (ranging from 3x to 4x). Essentially, people were just flying through the tech tree too fast, and this was leading also to analysis paralysis because
    63 KB (10,632 words) - 10:14, 5 April 2024

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