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  • ...in their system.<br/>There are actually several types of [[Command Station|Command Stations]] as follows: ...does not have access to human stations, the player does not have access to AI stations (though some stations may share similarities).
    20 KB (2,345 words) - 12:52, 30 October 2018
  • [[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
  • [[AI War 2: The Refinement of Fleets]] * 4 explanations have been added for non-AI factions in the Other Factions section of the strategy/tips guide.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...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 ...having builder foldouts for those allies pop out when you build a command station, etc. Note that those "extra" phantom players in existing saves won't be r
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Patch notes for game version 7.001 and up can be found at [[AI War:Current_Post-7.000_Beta|Current Post 7.000 Beta]]. == Prerelease 6.050 [http://arcengames.blogspot.com/2013/06/ai-war-beta-6050-release-candidate-3.html Release Candidate 3] ==
    209 KB (33,423 words) - 12:14, 16 September 2017
  • [[AI War 2: The Final Cycle]] ...I suspect it won't be a huge buff for them because most scourge don't head home to upgrade immediately, and the game tries to spread out the experience don
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • * 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]]. == Prerelease 5.096 [http://arcengames.blogspot.com/2012/10/ai-war-beta-5096-release-candidate-1.html Release Candidate 1] ==
    407 KB (65,607 words) - 12:09, 16 September 2017
  • [[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
  • [[AI War 2: The Great Refactor]] *** Those From Player Encounter Of Thing (AI Eye, whatever)
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...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
  • ...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
  • ...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: Post Completion Part II]] * Big nerfs to the AI's Prime ships
    338 KB (54,548 words) - 10:53, 26 June 2023
  • [[AI War 2: Pre-Early Access Polish]] ...cross-threading issue where two different threads (short term planning and AI order reevaluation) would be both clearing out dud orders and putting the s
    260 KB (44,014 words) - 13:36, 4 October 2018
  • Patch notes for game version 8.001 and up can be found at [[AI War:Current Post-8.000 Beta]]. AI War's run from 7.0 to 8.0 took a long break during our development of The L
    177 KB (28,387 words) - 17:36, 25 October 2018
  • ...hp/topic,11809.msg125187.html#msg125187 One does not simply stroll through AI War patch notes], indeed. ...ent is the ''abbreviated'', organized version of the full release notes ([[AI War:Current Post-5.000 Beta|here]]).
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...tation now have new, larger graphics and icons. This includes the command station cores. This makes them more attractive, but also easier to see and select ...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
  • ...und in the 4journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Special Operations, Home Command
    62 KB (10,032 words) - 05:06, 2 March 2015
  • [[AI War 2: The Grand New AI]] ...give you the proper 20, 20, 20, 20. So depending on the size of stacks at AI planets and how much damage your ships were inflicting to entire stacks thi
    179 KB (30,218 words) - 23:28, 1 January 2020
  • [[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
  • [[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
  • =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
  • * Formations, which were in early versions of AI War 2 and tied to control groups at the time, have been renamed Fleet Forma * Build Queue Policies, which were in early versions of AI War 2 and tied to control groups, are being phased out. Along with the met
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...und in the 3journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Space Telemetry Lab, Home Command
    41 KB (6,782 words) - 12:38, 27 February 2015
  • ...r's bonus ship type), but no ships. They do not get a home planet command station, and they are dependent on whatever the existing game players choose to giv ...layers. It is also now possible to give away your last controlled command station.
    29 KB (4,906 words) - 13:40, 1 February 2015
  • [[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
  • ...ikely to get any harder as you go unless you make a lot of mistakes or the AI does something that really catches you off guard. So you might want to con * The AI players never manage to destroy any of your planets.
    40 KB (7,197 words) - 01:47, 5 October 2016
  • [[AI War 2: Interlude And Refinement]] ...at the end among those during this phase were the new Tsunami CPAs and the AI Reserves rework.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • '''Welcome to AI War 2!''' AI War 2 is a combination of RTS, 4X, and Tower Defense. You'll be continuousl
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...hen trying to start a game with an expansion disabled when the "last used" AI Type for one of the AIs requires that expansion. ...lso adding guardians on a few planets, and accounting for the new-style AI home planets. And a few other goodies, like adding in a fabricator for the play
    165 KB (27,263 words) - 19:48, 1 February 2015
  • [[AI War 2: The Era of Discovery]] ...www.kickstarter.com/projects/arcengames/ai-war-ii-0/posts/2169345 Pivoting AI War 2: Bring The Fun!].
    154 KB (26,552 words) - 11:21, 1 August 2018
  • [[AI War 2: Sunset of The Badger Era]] ...belt, and the game was feeling large and solid at the equivalent of "first AI War plus four expansions," we were ready to tackle the next big thing: mult
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ==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
  • [[AI War 2: The Arrival of Fleets]] * New Drones for the Swarmer AI no longer show up as bonus ships.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • [[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
  • Updated ScienceLab, ScienceLabII, Advanced Research Station Updated Command Station Home, I, II, III
    47 KB (7,691 words) - 11:53, 16 September 2017
  • One of the most important commands in AI War is the Pause command.<br/> ...s an important method of keeping track of your units and to respond to the AI's attacks.<br/>
    2 KB (378 words) - 20:40, 26 April 2015
  • 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
  • ...ge is mostly out of date. A more recent list of guard posts is available [[AI War:Guard Posts|here]]. ...Some guard posts allow AI reinforcements even if the warp gate and command station have been destroyed.
    8 KB (1,442 words) - 02:58, 17 June 2016
  • == AI Updates == -added support for AI plots, which are enabled in the new "AI Plots" tab in the new game lobby.
    41 KB (6,639 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
  • There are currently four resources used in AI War 2 currently, and here they are all explained a bit more in depth. ...that this section is currently written assuming you are using the command station centred economy option, which is the default setting in the default campaig
    6 KB (1,035 words) - 12:19, 26 April 2022
  • The last of the AI War 2 DLCs is now out, the Complete Edition is out, and you can [https://st We expect AI War 2 to have a ''long'' life if AI War Classic is anything to go by. The game is in a really good state, and
    113 KB (17,931 words) - 02:03, 12 May 2024
  • ...een completely overhauled for AI War. Previously, the home planets for the AI were always very similar to one another, and often they were something of a ...things were too centralized on a single unit on those planets: the AI home command stations. You had to destroy those, and that was really the only goal; ther
    6 KB (1,058 words) - 19:48, 1 February 2015
  • <big>'''How Do I Take A High-Level AI Planet?'''</big> ...I have another problem I have had on occasion. I find this planet near my home system near the beginning of the game. It is a tier 3 or 4 planet and has
    14 KB (2,437 words) - 19:50, 1 February 2015
  • ...oo much, I usually send a smash force of capped fighter 2s/3s and wipe all command centers adjacent to me and try to build up 2 bases at the same time. I was ...n average, and that doesn't apply to every play style or every map. If the AI is really defensive, you might take fewer planets overall and take them mor
    20 KB (3,556 words) - 19:50, 1 February 2015
  • -The metal/crystal production of command stations (all varieties) has been very significantly increased, making thos ...have been increased a corresponding amount to the production of the other command stations.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • <big>'''How Do Basic AI Reinforcements Work?'''</big> ...nforcements to its own planets. These are the two major ways in which the AI is able to get new ships after the game has started.
    16 KB (2,944 words) - 15:36, 24 April 2015
  • -Capturable ships do not come under player control until a command station is finished being built (previously they came under control as soon as it s ...ts. This is in addition to the existing 50% chance when the enemy command station is lost.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • ...und in the 6journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Xenoarchaeology, Home Command
    7 KB (1,090 words) - 12:44, 27 February 2015
  • ...y 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.<br/><br/> While your only objective is to destroy both [[Command Station|AI Home Command Stations]], there are several gameplay activities that will be underway at
    9 KB (1,467 words) - 15:37, 1 February 2015
  • ...e center of the planetary area. Now those ships will appear at one of the command posts, or the ship that is providing the reinforce ability. ...Also, wormhole reinforcements in general have been toned down a bit until AI difficulty 8.
    18 KB (3,048 words) - 19:47, 1 February 2015
  • If you'd rather discover the details yourself but want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]] ...r phases. It's more of a "showdown" style confrontation with the AI. The AI knows that it needs to stop you _before_ you can build up your true strengt
    30 KB (5,095 words) - 15:36, 22 December 2016
  • ...ays two of them in each game and the ultimate objective is to destroy both command stations. ...ap, an AI Homeworld has a bigger star and a larger halo (white or red if [[AI War:Alert|alerted]]).
    2 KB (374 words) - 17:40, 26 October 2016
  • ...s out. There is no 'limit' to the amount of Metal available in any game of AI War, though players will only be able to stockpile a limited amount of Meta Most ships and structures may be [[AI War:Scrap|scrapped]] to get a percentage of their metal cost.
    4 KB (663 words) - 06:16, 21 August 2016
  • ...ost AI command stations are relatively fragile targets. <br/>THIS command station is something else. <br/>It is big. It is modular. And it is not happy.<b = Modular Fortress Command Station=
    4 KB (551 words) - 15:37, 1 February 2015
  • ...und in the 6journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Space Telemetry Lab, Home Command
    12 KB (2,083 words) - 12:46, 27 February 2015
  • ...things of that sort. These graphs are only relevant for human players, so AI players are not included on them. Additional metrics may be added for trac -AI Home planets now show up as Tech V in the galaxy map.
    22 KB (3,797 words) - 13:38, 1 February 2015
  • ...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
  • * The various "foward" buildings of the AI have largely been removed or condensed, and in a few cases renamed. These * Repairs now cost 50 crowns per 1 health repaired, for both players and AI, and is filed under a new accounting record type for Repairs.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...tain is a lot more difficult now. It has been promoted to now be a HARDER AI type instead of a MODERATE one. ...lanet. This will encourage players to not cluster their reactors on their home planet, which will also make them harder (more interesting) to defend. Mos
    16 KB (2,661 words) - 13:39, 1 February 2015
  • ...ets]] are not as affected by this penalty and only do 25% less damage.<br/>AI Force Fields and Force Fields mounted as modules on other units are better == AI Force Field ==
    4 KB (605 words) - 00:13, 9 December 2013
  • ...ur intent was to kill the remaining scary warp gates and leave the orbital command posts. '''Q:''' I find it very difficult to feel confident in the security of my home planet -- too many enemy ships keep showing up, and some of them get past m
    4 KB (687 words) - 14:10, 1 February 2015
  • ...ships and defenses it is able to use against you. Some types only give the AI access to extra units, while others radically alter its behavior. Some type ...difficult, because where the two types would conflict with each other the AI always takes whatever would benefit it the most. For example, a Turtle/Mad
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ...system not protected by a warp-jammer command station. This includes your home system. {{HOME}}
    2 KB (430 words) - 19:50, 1 February 2015
  • If you'd rather discover the details yourself but want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]] (If you want the details without technical mumbo-jumbo, there's a [[AI War:Fallen Spire Walkthrough|walkthrough]])
    11 KB (1,779 words) - 14:03, 1 February 2015
  • ...de that attempts to outline a reasonable overall strategy in AI War: Fleet Command. Edits, enhancements, clarifications and so forth are of course welcome by ...orials and the [http://www.arcengames.com/mediawiki/index.php?title=AI War:AI War Official Manual/FAQ]
    9 KB (1,491 words) - 08:41, 28 May 2016
  • ...s must be controlled by the humans (with a [[Command Station|Human Command Station]] built) before it can be damaged.<br/> ...the same time and can be found on the <b>Ships</b> page rather then the <b>AI Plots</b> page in the [[Game Lobby]].<br/>
    3 KB (488 words) - 15:08, 5 August 2015
  • * [[AI War:Energy Collector|Energy collector]] produces 150,000 energy but is limi * [[AI War:Matter Converter|Matter Converter]] produces 50,000 energy but consume
    2 KB (327 words) - 06:30, 21 August 2016
  • ...esources like hacking or knowledge. This value represent how concerned the AI is about humans, how dedicated it is to their destruction, and represent an * Destroying an [[AI War:AI Warp Gate|AI Warp Gate]]: '''+5'''
    3 KB (550 words) - 13:51, 21 October 2016
  • [[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
  • ...d the "Hunter" and "Shark" AI plots. There are also new bonus ship types, AI types, map styles, core guard posts, guardians, core turret controllers, an Now you may optionally assign a secondary type to each of the two AI players so you can see what it's like to play against a Speed-Racer/Thief a
    14 KB (2,253 words) - 20:05, 6 August 2020
  • ...et into the various special weapons that have always been a cornerstone of AI War. {{HOME}}
    4 KB (608 words) - 14:22, 16 June 2016
  • [[AI War 2: Final Pre-Beta Checks]] == Version 0.612 AI Hunters and the Turrets that Stop Them ==
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * The fact that the player can choose to shorten the campaign with the Robot Command Center missions is now mentioned in a bunch more places and more clearly th * City mapgen now makes Robot Command Centers not seed _too_ far away from the player's HQ, as otherwise their in
    160 KB (26,781 words) - 17:21, 2 February 2015
  • 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
  • * Now after a scout station has no more unexplored tiles in range it shuts off, with the "nothing to do * Police station balance:
    208 KB (34,773 words) - 19:15, 5 June 2015
  • '''Q:''' The first expansion to AI War, The Zenith Remnant, introduced a new class of ship called golems. Wha ...hese ancient war machines were left behind by an alien race known as the [[AI War:Zenith Aliens|Zenith]], and are hundreds of thousands of years out of r
    13 KB (2,356 words) - 10:42, 9 July 2016
  • ...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
  • ...|| valign="top" | [[AI War:Metal Harvester|Metal Harvester]]<br/>Gathers [[AI War:Metal|Metal]]. ...valign="top" | [[AI War:Energy Collector|Energy Collector]]<br/>Gathers [[AI War:Energy|Energy]].
    3 KB (411 words) - 03:21, 26 August 2016
  • [[AI War 2: The Pivot]] ...ship that the Thanatos is built around was found in a nebula prior to the AI revolt.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • {{AI War 2 Ship:Human Home Command Station}} ...e other Command Stations, it acts as the Flagship of the Human Homeworld's Command Fleet.
    857 bytes (112 words) - 12:45, 4 May 2022
  • == What do you need to do to win a game of AI War? == ...er since as long as one of the human players hasn't lost any of their home command stations, the alliance can still win.
    3 KB (452 words) - 05:50, 8 March 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
  • ...ules Mk II.<br/>This ship spawns to avenge the death of an AI Home Command station if the Avenger plot is enabled at game setup.<br/>When it spawns it has the This is an AI only unit, and if you spawn it with the "Gimme Absolutely Positively Everyt
    3 KB (451 words) - 23:52, 31 December 2019
  • **Home Command Station ***Home Command Stations now generate 300/s metal and crystal rather than 80/s.
    1 KB (220 words) - 14:03, 1 February 2015
  • -All of the bigger AI ships, like advanced research stations, are now immune to tractor beams and ...flowing to the player planets after a missile/starship has passed through AI planets.
    20 KB (3,494 words) - 13:39, 1 February 2015
  • Xenobiology Lab, Home Command Xenobiology Lab, Home Command
    4 KB (687 words) - 21:57, 25 February 2019
  • ...ecause their ranged attacks are too short-ranged to work with the intended AI for those missions. * Battlefield command flares are now just called command flares, and work differently than they did before. Their new description:
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ...Control Ship]] || valign="top" | The mobilized form of an AI Home Command Station. Having disentangled itself from the now-defunct Warp Grid, this monstrosit == How to counter when in the AI fleet ==
    2 KB (263 words) - 17:06, 31 October 2018
  • * Set up an effective perimeter around all of the hostile wormholes on your home planet. ...rs if you take this route, but it can also lead to advantages on the first AI worlds you attack.
    7 KB (1,144 words) - 09:10, 17 April 2015
  • [[AI War 2: Early Access Starts!]] * Metal Harvesters income down from 100 to 80 per Mark, Home Command Station up from 800 to 900 to keep income the same at game start.
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ***Found in your ships tool tip as "Attack Multiplier" and in the [[AI War:STATS_Button_Overview#Reference_Tab|reference tab]] as "Hull Type Multi **Structures like "Military Command Stations"
    4 KB (674 words) - 19:48, 1 February 2015
  • :''For detail about the Hives themselves, see [[AI War:AI-Neinzul Hybrid]].'' Hybrid Hives are an optional AI Plot introduced in the [[AI War:Children of Neinzul|Children of Neinzul]] micro-expansion. They are co
    17 KB (2,871 words) - 11:31, 26 May 2015
  • Hybrid Hives are an optional AI Plot introduced in the [[AI War:Children of Neinzul|Children of Neinzul]] micro-expansion. They are co ...o the AI. The Hybrids have a much more aggressive outlook than the "main" AI and are much more "concerned" by your continued existence.
    17 KB (2,848 words) - 15:37, 1 February 2015
  • ...einzul, and Spire splinter factions. There are also new bonus ship types, AI types, map styles, core guard posts, modular fortresses, a new minor factio ...o "Normal+Champion" and you'll be given both the normal human home command station (and related units) and the champion unit.
    9 KB (1,324 words) - 20:04, 6 August 2020
  • ...b of your command station. Be aware that all of the warheads come with an AI Progress cost, which can be pretty significant. Built and use warheads wit On the bright side, the AI does not have or use warheads at all. It has a variety of core ships that
    6 KB (1,154 words) - 14:06, 1 February 2015
  • ** There's more that needs to be done here, but the AI model will need some reworking before that's possible, and there's not room ...titles, as we're slammed right now. And for some of the older titles like AI War, we'll also have to do a unity engine upgrade in order to add linux sup
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * There are twice as many simultaneous AI waves into your systems as there are human players. So when you play solo, * The AI planets have more ships, and get larger reinforcements.
    8 KB (1,461 words) - 14:06, 1 February 2015
  • ...problem of ships that ignore tractor beams and will just own your command station if there is no FF around it. ...ou at the planets that you don't want them to arrive at. Depending on the AI type you are facing, the waves might be the primary threat against you (Rai
    8 KB (1,433 words) - 19:48, 1 February 2015
  • Until this expansion, the only known aliens in the AI War universe were the Zenith. This micro-expansion introduces a new alien The base game of AI War includes 27 "bonus" ship classes beyond the base fighter, bomber, friga
    15 KB (2,373 words) - 19:47, 1 February 2015
  • ...o AI War, players face off against the Neinzul minor factions, against new AI types in general, and enlist the help of the friendlier members of this new ...ated pack of velociraptors hunting you against the backdrop of the regular AI forces. For advanced players, the Hybrid Hives provide more cut-throat oppo
    17 KB (2,826 words) - 19:48, 1 February 2015
  • ...s/1746490 Spire] kickstarter goal, and draw further inspiration from the [[AI War:What Is The Fallen Spire Minor Faction|Fallen Spire Minor Faction]] fro ...Relics Capture quests, a ton more city buildings, and more variety in the AI response. Also a number of minor factions have unique attributes that can o
    23 KB (4,043 words) - 14:00, 6 April 2022
  • Note that the AI Raid Starship only has half the health of the Human Raid Starship shown bel ...d Posts]] and [[AI War:MLRS Guard Post|MLRS Guard Posts]] with impunity. [[AI War:Orbital Mass Driver|Orbital Mass Drivers]] will easily erase them, howe
    2 KB (250 words) - 17:49, 24 September 2017
  • ...n starting a new game. If you are a strong player (able to beat a Moderate AI at 8+) then this advice may not really applicable, though it may still be i ...it. Keep in mind that all this advice is imprecise; things like map type, ai type, your available ship lines, etc... can make a large difference. Anothe
    23 KB (4,003 words) - 17:01, 6 August 2022
  • ...ayer-home forcefield generator that starts next to each human home command station at the start of the game. * Any AI forcefield generator (including normal standalone units, shield-emitting gu
    3 KB (403 words) - 14:10, 1 February 2015
  • ...o the player in act 1" to only apply to the player's lander territory; the AI can build next to other territories claimed later by the player. ...this rule during the per-turn check of under-construction buildings, so an AI building can no longer be cancelled by this rule after starting constructio
    59 KB (9,843 words) - 15:39, 19 November 2015
  • ...nd thus must be destroyed before any AI Core Guard Post or AI Home Command Station can be damaged. == How to counter when in the AI fleet ==
    1 KB (166 words) - 19:10, 30 October 2018
  • ...ct access to the core network of the AI, where they can greatly damage the AI's processing capabilities. ...rom the terminal. For AI progress details, move the mouse cursor over the AI progress display at the top of the screen.
    3 KB (351 words) - 05:51, 28 July 2016
  • ...br/>All Core units are considered to be Mark V level units and increases [[AI Progress]] by 2 when destroyed. ...y, but significantly boosts both the munitions and the armor of all nearby AI ships.
    5 KB (733 words) - 20:46, 26 April 2015
  • ...hat this structure can only be built on a planet with a human Home Command Station.<br/>Only available if the [[Fallen Spire Campaign]] is enabled. ...use these devices to maintain their intergalactic travel network, and the AI destroyed them all so that it could fight and destroy the Spire at the Andr
    2 KB (250 words) - 13:03, 1 November 2018
  • ...s they are setup in range of the warp point, they will fire as soon as the AI wave appears. ...em to siege hard targets. Their 13,000 range allows them to out range most AI defenses so if you escort them in with other ships and then allow them to s
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  • {{AI War 2 Ship:AI Overlord}} ...be prepared to defeat this thing, or else, it will butcher you. [[AI War 2:AI Overlord - Phase 2|Phase 2]] is described elsewhere.
    581 bytes (102 words) - 22:35, 16 March 2020
  • == How to counter when in the AI fleet == ...o player territory, and are more than capable of destroying a Home Command Station if they can reach the human homeworld(s). If you find a Guardian lair that
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  • {{AI War 2 Ship:Human Home Command Station Core
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  • [[AI War 2:Human Home Command Station]]
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