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  • == Notes From The Producer: December 9th, 2010 == ...y, and all around better—but it was also a huge undertaking just to get AI War upgraded to it and fully stable. We wrestled with an intermittent sound-re
    7 KB (1,251 words) - 12:26, 31 January 2015
  • == Next Release Notes == == 0.402 Welcome Testers Round 2 ==
    63 KB (10,632 words) - 10:14, 5 April 2024
  • ...to have a graphical button that opens a window that tells you about the AI War II kickstarter, and which then has the option to click a button and find ou ** https://www.kickstarter.com/projects/arcengames/ai-war-ii/
    27 KB (4,501 words) - 17:36, 25 October 2018
  • ...insanely huge amount of time. But at the same time, for the final release notes they needed to be cut down and edited. So here is the original, and the cu * Formations, which were in early versions of AI War 2 and tied to control groups at the time, have been renamed Fleet Formations
    122 KB (21,444 words) - 14:29, 18 April 2019
  • == Notes From The Producer: May 13, 2010 == ...hough it's happened many times with AI War in the past. Mainly because AI War was at a more mature state when that was happening, and Tidalis is now gett
    3 KB (565 words) - 12:25, 31 January 2015
  • == Notes From The Producer: May 25, 2010 == ...ed, so that's great news. The networking is partially implemented in this release, but it's so isolated that it doesn't affect the game or our ability to do
    8 KB (1,386 words) - 12:25, 31 January 2015
  • ...h AIs, whether the player has a positive handicap relative to the AIs, the AI modifiers, and all the other relevant start-game factors, multiplied times ...remember the last ship type that they were assigned by a player (human or AI) to kill. They will then adjust their targeting accordingly, preferring shi
    47 KB (7,691 words) - 11:53, 16 September 2017
  • AI Updates -Added support for removing individual AI types from consideration for random selection by placing disabledaitypes.tx
    66 KB (10,612 words) - 11:54, 16 September 2017
  • -All of the command stations except for the AI home planet command station now have new, larger graphics and icons. This ...Mass Driver (and related shot), Distribution Node, Gravity Drill Station, AI Co-Processor, replacement SuperFortress and SuperFortress
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...luded in any given reinforcement that an AI does. In recent releases, the AI has been having way too many starships at the highest-level planets. -In a change from the prior release, the metal and crystal costs of mark iii and iv ships no longer scale up so
    5 KB (872 words) - 11:50, 16 September 2017
  • ==What Effect Do AI Progress Increases Have On The Game?== * The AI gains higher Mark and greater numbers of ships for waves, cross planet atta
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...page was written in November 2010. For a more up-to-date guide, see [[AI War:Why Do Enemy Waves Get So Large?|Why Do Enemy Waves Get So Large?]] 1. Higher AI Progress leads to larger waves, pretty linearly.
    7 KB (978 words) - 13:46, 1 February 2015

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