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  • == 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
  • ...ith the concept of difficulty in this game -- I've gone with "there are no difficulty settings in this game." It will make sense shortly. == Why No Traditional Difficulty? ==
    10 KB (1,778 words) - 10:36, 2 June 2024
  • ...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
  • * EMP guardians only appear on difficulty 7 and up. * Warp gate guardians only appear on difficulty 7 and up.
    10 KB (1,457 words) - 12:01, 21 August 2016
  • ...at's allowed to be Guardians' tunable, which right now caps out at 45% for difficulty 10 ...things from seeding. These were causing map generation failures on higher difficulty levels.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Fix a bug with the Fallen Spire unable to find a difficulty level ...le at all skill levels and to make the invasion time no longer the primary difficulty factor
    121 KB (19,168 words) - 04:22, 3 June 2024
  • 2. Higher AI Difficulty levels lead to larger or smaller waves, not quite linearly. 4. The max/min time between waves varies by AI Difficulty level, and is randomized by around 30ish minutes or more (per AI). The wav
    7 KB (978 words) - 13:46, 1 February 2015
  • * If highest AI difficulty is < 7, base value is that difficulty * 0.15. * If highest AI difficulty is >= 7 and < 9, base value is 1 + (difficulty - 7) * 0.5 (so diff 7 = base value of 1).
    11 KB (1,779 words) - 14:03, 1 February 2015
  • ...tems, perks, enemy scaling, pools etc). The game should have a much better difficulty curve now. No longer should the end bosses be easier than the early bosses. ****the lowest and highest difficulty where this entry will be considered (default: always consider)
    63 KB (10,263 words) - 17:36, 25 October 2018
  • ...r disabled in the game lobby, and reconquest waves are locked behind a per-difficulty AIP threshold. * Golems: On High difficulty, the AI will send very primitive Exogalactic Strikeforces againt you. Mediu
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * Redo how the Templar Initial Encampments spawn. Now each Templar Difficulty comes with a number of Initial Encampments to spawn (1 at >= intensity 5). * Add a BonusInitialEncampments option to the Templar Difficulty to allow for spawning more Templar Initial Encampments; these are weaker an
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...ith into more ship types, if that makes sense. So it doesn't increase the difficulty unless the ship type itself is more difficult. ...ew ship types after that point. Here again it's not so much a question of difficulty usually, unlike the actual numbers of ships built, and the tech level of th
    15 KB (2,573 words) - 15:05, 24 April 2015
  • * Difficulty >= 10 = 3300 - ( AI Progress ) * Difficulty >= 9 = 3600 - ( AI Progress )
    2 KB (373 words) - 13:47, 1 February 2015
  • * "Situation Analysis Difficulty" is now shown at all times, not just when you've added a unit of that sort. * Added a new difficulty details popup that happens when you click the difficulty level icon on the top bar.
    63 KB (10,632 words) - 10:14, 5 April 2024
  • ...save files into losses if players do not carefully defend themselves. At difficulty 7, these waves range in strength between 875 and 1680 ships -- of whatever -All of the difficulty levels now have descriptive names, ranging from "sandbox" to "doom."
    20 KB (3,494 words) - 13:39, 1 February 2015
  • ...all eligible worlds are thus seeded; the number is influenced by the AI's Difficulty level, and the higher Mk versions are seeded less. === Difficulty Level ===
    17 KB (2,871 words) - 11:31, 26 May 2015
  • We've heard of brave souls starting their first FS game on difficulty 7.6+ with Advanced Hybrids on and stuff like that. More power (and bandaid ...d you will see bigger and more powerful ships. If you're on a high enough difficulty and/or have enough human homeworlds (via multi-hw start or multiplayer) you
    30 KB (5,095 words) - 15:36, 22 December 2016
  • 15 minutes * (10 - First' AI's Difficulty) / (First AI's [[AI War:Handicap Multiplier|Handicap Multiplier]]) So if the first AI has Difficulty 7.3 and no handicap (handicap = 100%) it's 15 * 2.7 / 1 = 40.5 minutes.
    4 KB (530 words) - 14:06, 1 February 2015
  • ...all eligible worlds are thus seeded; the number is influenced by the AI's Difficulty level, and the higher Mk versions are seeded less. === Difficulty Level ===
    17 KB (2,848 words) - 15:37, 1 February 2015
  • The Threat Fleet is enabled at [[AI War:Difficulty|Difficulty]] 6+ as part of the "smart" behaviors the AI has progressively access to be ...walk to human territory without checking its chances of success. At higher difficulty, the Threat may gather and form a Threat Fleet, which has access to more ad
    3 KB (473 words) - 03:42, 25 August 2016
  • ...under small sun-like projectiles with an animated version. (Including Hard difficulty projectiles) *Updated the descriptions of the difficulty levels with the latest changes.
    47 KB (7,365 words) - 20:22, 26 January 2024
  • ...m Harder Non-Technologist. A random AI type that includes only the higher-difficulty types, but none of the "technologist" types. -On difficulty 7 and up, the AI is now smarter about taking out key targets when it is out
    107 KB (17,661 words) - 11:54, 16 September 2017

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