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  • ...g its enemies' ships from retreating.<br/>Can be enabled/disabled on a per AI basis in the game options when starting. This ship is AI only. If you somehow spawn one of these, don't do this in your home system,
    1 KB (216 words) - 12:07, 30 October 2018

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  • <big>'''How Do I Take A High-Level AI Planet?'''</big> ...ou accomplish something permanent during each of your raids, otherwise the AI is likely to just rebuild and negate whatever you did.
    14 KB (2,437 words) - 19:50, 1 February 2015
  • ...ow takes simply either "number of human military ships here" or "number of AI military ships here", whichever is larger (though capped at 4x the smaller * Changed the relationship between AI difficulty and wave size to a new algorithm that hopefully provides a more
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...ng) is the ''abbreviated'', organized version of the full release notes ([[AI War:Current Post-4.000 Beta|here]]). ...all the past versions, and blends them into what we feel is the definitive AI War experience. The game will continue to evolve, but 5.0 is the new rock-
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ** More details [[AI War:What_Is_The_Fallen_Spire_Minor_Faction|here]]. ...m the AI. When freed, each of these outposts will gratefully decrease the AI Progress by one every hour.
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ** More details [[AI War:What_Is_The_Fallen_Spire_Minor_Faction|here]]. ...m the AI. When freed, each of these outposts will gratefully decrease the AI Progress by one every hour.
    28 KB (4,541 words) - 20:03, 6 August 2020
  • <big>'''How Do I Establish A Beachhead?'''</big> '''A:''' Establishing a beachhead can be relatively simple or quite difficult, depending on the strength of t
    2 KB (405 words) - 13:47, 1 February 2015
  • ...he primary attack strategy it will use as defined by its [[AI War:AI_Types|AI Type]]. Plots are on a per-AI basis and can be enabled on one AI or enabled on both AIs.
    5 KB (869 words) - 03:23, 16 August 2016
  • [[AI War 2: Finalizing Multiplayer]] ** This was done by adapting much of the AIWC lore (thanks Keith!) to ai war 2.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • [[File:AIWar.jpg|center|AI War:Fleet Command]]<br/> ...st avoid the notice of AI powers while preparing for an attack against the AI homeworlds. The game takes place on a procedurally generated galaxy map wit
    27 KB (4,189 words) - 11:36, 9 August 2021
  • [[AI War 2: The Final Cycle]] * Cleaned up some excess debugging when AI Eyes or similar were generating waves against players.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • [[AI War 2:The Paradigm Shift]] * Fireteams are now less likely to abandon the AI Overlord
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...g its enemies' ships from retreating.<br/>Can be enabled/disabled on a per AI basis in the game options when starting. This ship is AI only. If you somehow spawn one of these, don't do this in your home system,
    1 KB (216 words) - 12:07, 30 October 2018
  • ...an Lair]] || valign="top" | Sits dormant unless its own planet is put on [[AI War:Alert|Alert]] or taken.<br/> While awake it will gradually construct fearsome [[AI War:Dire Guardians|Dire Guardians]] that can wreak havoc on human forces.<b
    3 KB (447 words) - 13:21, 28 January 2019
  • [[AI War 2: Post Completion Part II]] * Big nerfs to the AI's Prime ships
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...July 16), AND a signficant period with no public releases while we ported AI War from .NET/SlimDX to Unity3D. ...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 over 55,000 words—or, 222 page
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...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 (Diff * Fixed bug where the main AI would scrap hybrids if there were too many starships on a planet.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • [[AI War 2: Pre-And-Post Launch Polish]] ...the initial discussions about all this were [https://forums.arcengames.com/ai-war-ii/my-personal-issues-with-fleets/ here], but other discussions were on
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...one bonus ship, or two bonus ships if the difficulty is 7 or above (See [[AI War:AI_Techs#Bonus_Ship_Types_For_AI|here]] for more details.) ...Bomber|Bombers]] beats [[AI War:Missile Frigate|Missile Frigates]] beats [[AI War:Fighter|Fighters]]:
    28 KB (4,216 words) - 11:40, 4 February 2017
  • The Zenith Onslaught is the second expansion for AI War 2. It's an expansion focused on making the galaxy feel rich and complex [[AI War 2: Dark Zenith]]
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...bled in any combination with each other, and in combination with the usual AI types, plots and map styles. These minor factions exist on planets from ga The following minor factions were added in AI War 3.0
    31 KB (5,110 words) - 15:35, 22 November 2018
  • [[File:AIWarLogo.jpg|center|AI War]]<br/> Humanity has already fought its war against the machines -- and lost. AI death squads stand watch over every planet and every wormhole, the few rema
    43 KB (6,703 words) - 19:47, 1 February 2015
  • =What exactly are the features in the base game of AI War?= ...Instead, the idea of this topic is to provide a reference for things like AI types, map styles, ship types, etc, which are easily to enumerate. It thus
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ...variety of different hacking types; players can go negative on HaP but the AI response is then very aggressive. Hacking gives players a number of ways t ...ets done through the Hacker unit, which places immobile hacking devices in AI systems.
    13 KB (2,173 words) - 05:59, 28 July 2016
  • [[AI War 2: Post Completion]] This all culminated in the release of DLC3 and the AI War 2 Complete Edition. You can read [https://store.steampowered.com/news/
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...e a story line that you follow to victory, rather you have to destroy both AI Home Command Stations to win and how you do that is left totally up to you. While your only objective is to destroy both [[Command Station|AI Home Command Stations]], there are several gameplay activities that will be
    9 KB (1,467 words) - 15:37, 1 February 2015
  • ...y can be built on AI planets adjacent to Human planets as a strategy named beachhead. ...layers can build a full cap of each on every planet. However, their high [[AI War:Energy|Energy]] cost prevents players to build all their turrets on eve
    4 KB (667 words) - 16:16, 24 July 2016
  • ...urces than other labs. The presence of a Mark 3 Lab also enrages the local AI, so be prepared to defend it. ...te information on hacking will always be from the change-log found here: [[AI War:Current Post-5.000 Beta#Prerelease 5.028 Hacker Revolution|Version 5 ch
    2 KB (282 words) - 14:02, 1 February 2015
  • ...trouble establishing a beachhead on an enemy planet (often a core or home AI planet) -- so from that angle, upgrading turrets at the right time could ev [[AI War:AI War]]
    2 KB (317 words) - 13:47, 1 February 2015
  • ...Detection:</b> || When a ship with this ability is present in a system the AI sends an attack wave at, the wave warning in the top left will display the | valign="top" | <b>Xx AI Reinforcement While At Planet:</b> || Found on the [[Troop Accelerator]], t
    17 KB (2,941 words) - 22:08, 1 February 2015
  • ...have the Ultra-Heavy [[AI War:Hull Types|Hull Type]] and are sensible to [[AI War:Bomber|Bombers]]. ...re [[AI War:Supply|Supply]] and can't attack without (but can be used in a beachhead strategy).
    2 KB (297 words) - 07:31, 27 July 2016