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  • == How to make a quick start == === Making The Core QuickStart File ===
    2 KB (385 words) - 23:00, 4 February 2022

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  • ...to prevent one exploity thing that players were doing, but it's not worth making the entire game feel worse. ...nd station, there are few strategic locations that are critical to defend, making HA campaigns more of a cat-and-mouse war.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...ing these ships into RAM, thus even further lowering the requirements (and making loading faster if you're on a really old machine). ...er just says "host new game," but rather says "host custom start" or "host quick start."
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...at we had moved into the Core dll earlier today can now be moved back out, making them open-source again. That also means we can ditch ArcenCoreUIUtilities. ...an unfair advantage to you, as well as a source of MP desyncs, as well as making the economy fluctuate around unpredictably. Anyway, this has been a bug fo
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...is is possible to do much smaller increments, which is very useful for not making things get insane. ...oes by, now. Specifically, after 50 turns, the attack power of _everybody_ starts creeping up slightly. Specifically, by 0.01x per turn.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...ml files that contain these. These are loaded very differently from quick starts or savegames, turns out. The solution we have in place for now is to have ...n the main project, thus making the end projects folder smaller as well as making it so that we can compile the main game build faster.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • *** So you can once again hold down while running left and right, making it trivial to get down any ladder, and ducking won't even come into play. * Fixed an issue that was making players slide down the side of crates slowly.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...h one from the get-go gets you more into the part of the game where you're making unique decisions. ...ussion about this devaluing science for some things, for example, so we're making it so that not everything just gets the fleet upgrades for sure. Now we ha
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...t names on things, and started with fixing those. That quickly moved into making balance tweaks, and eventually taking over all balance work on the entire g ...edited for ideas in 470 commits made by myself and Keith before he started making commits of his own. Back then, Badger was one of the only people giving us
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * Each champion/normal+champion player now starts with 100 shadow capacitor charge so that the champion-only players can imme ...allows the nemesis spawns to counter an "early AIP" champion rush without making a more "normal AIP" approach massively harder to the point of stalemate.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...monsters no longer rises at a faster rate on higher difficulties; that was making monsters too damage-spongey on those sorts of difficulties. The health sca * Finally solved the knock-forward problem by making it be based on the angle between the firing player and the monster at the t
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...us feedback. We've made a number of improvements based on that in terms of making the game even easier to get into for new players. We sincerely thank each a ...alls after that point is reached. Once you alt-tab back in it immediately starts doing OnPostRender again and then the Update calls to Graphics.DrawMesh res
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...ew we wanted to tackle, and that was initially what this phase was about. Making sure that nobody's playstyles are removed or invalid, and that everything f * All Quick Starts containing double AIs now has the second AI using a colour that isn't so ea
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...ut might have been missing some multipliers, we're not sure. At any rate, making a change to that we now just go ahead and increment the number means that f ** This means they do much more damage before the cloak wears off, generally making them better at assassination and opening volleys.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...the AI has long known this (same as the AI), but in some critical decision-making logic it was incorrectly barred from that data. ...implosion artillery recharge time has dropped from 6 seconds to 1 second, making them a lot more powerful and attractive.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...a bug that's apparently been around for a while where Advanced and Expert starts would dump you in the chunk next to the settlement rather than the settleme ...s you are less likely to die if you get caught in the lava, since the lava starts receding as soon as you lose.
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ** Additionally, we are now making sure that nothing can be delayed more than 10 seconds (even that is excessi ...nemic at the start as the difficulty levels go up. The AI is increasingly quick to recognize you as you get up there in difficulty levels.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...insects is low, but there are a huge number of often-overlapping clusters, making it a deceptively powerful scroll. ...ce And Tips section is broken out into seven subcategories of information, making it vastly easier for you to find out what you want to know without having t
    192 KB (32,418 words) - 19:50, 1 February 2015
  • [[AI War 2: Early Access Starts!]] * Fixed the bug where the save, load, and quick start windows had flickery line items in them and would have issues with to
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ...omething people can use in their mods, aka saying "my faction I created is making the player very powerful, or a neutral party very powerful, and the AI shou * AIP Floor is now set foreach AI Difficulty. Starts at 20% of total earned AIP for difficulty 1, then is 35% (the current floor
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ...obably complete them in ten to fifteen minutes, or faster if you're really quick. The guided tour is a collection of introductory buttons that make it quick for you to get started with the game. In order, your options in the guided
    15 KB (2,610 words) - 19:53, 1 February 2015
  • * Once you upgrade your Spheres to mark 7 then a timer starts till it is online ...let's be honest, player judgement too...) of the ships and their decision making, but does not affect the actual combat strength.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...ormal assassin fleets (which could lead to having to fight many of them in quick succession). ...yal mode, it now mentions gaining influence with races, rather than saying making allies. The latter was technically a misnomer and definitely confusing.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...ommandSource that is passed, which should make it more obvious when we are making that sort of error in the future (and hopefully prevent us from doing so). ...nd out of the pool, using the appropriate multithreading locks, as well as making it so that in the (very frequent) even that two orders try to go back into
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * A bunch of less-critical buildings have a lot more building complexity, making it so that either their construction times are longer or you need to build ...rt of the plan, so that engineering firms have a more firm purpose without making every building time trivial. In this case the core buildings do become kin
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ...ly-sometimes-off decisions that make the lower-level AIs easier while also making reasonable mistakes a human might. ...away from any human or neutral planet—the AIs both goes on high alert and starts spewing out ships from their home planets (or a random planet if their home
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ** This makes them way easier to click, without making them look goofy -- in fact, they look cooler than ever. ** This approach is also something we'll be making use of, somewhat in reverse, to handle "lines between things" of the type t
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...ly different feel of game. It's a lot quicker to resolve battles (without making you rushed—just no longer a grind), and in general it makes planets feel ...ould make border aggression not happen until later, while at the same time making it more pronounced for high AI Progresses on higher difficulties.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • * The scrollbars on all the sidebars are now 16 wide instead of 20, making them seem more sleek and like a typical OS. ...on energy was not being read properly out of the AIWC spreadsheet anymore, making it so that nothing cost energy or produced energy. That led to all sorts o
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...d a very, very good chance of still hitting the player on the "miss" shot, making these instantly lethal if you got in range. Now you actually get the "warn * Fixed a bug in the store where clicking the same part twice in quick succession could cause a null exception.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • New Quick Buttons & Bar ...of command stations (all varieties) has been very significantly increased, making those all quite worthwhile.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • * The Zenith Hydra Head (not the main body, just the spawnable) now starts in FRD automatically. ...lly cost a fair bit of metal and crystal, so once your scouts have stopped making progress you'll want to pause that dock again.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...slaught is the second expansion for AI War 2. It's an expansion focused on making the galaxy feel rich and complex and changeable in new ways. It primarily p * Compass Map Type: Compass starts with a Cluster at the center of the galaxy, then a series of planets in rin
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ** Previously Science hacking was definitely the strongest form of hacking; making it less efficient over time is going to help make other hacking options loo ...truction were also having their shield repaired at the same time. This was making it very expensive to have engineers help construction
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...r parts of the tutorial are now more interesting and basically cover that, making this a lot less interesting. * The explosions and shots now render under the far zoom icons in far zoom, making it easier to see what's going on clearly in that strategic view.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ** Will now build up more ships before making aggressive moves. * Since the ship-type quick buttons at the bottom now have a category-based first-tier, the "low power"
    151 KB (24,808 words) - 19:48, 1 February 2015
  • * Repulsive hornet mines now have substantially more repulsion power, making them more obviously useful. ...rd on every enemy kill. eak missile launcher with very high blast radius, making it able to chew through more obstacles or shots with per shot. However, mo
    108 KB (18,595 words) - 17:35, 25 October 2018
  • * Fixed a bug where Palladium was mistakenly making buildings of ALL sides invincible, rather than just the faction it belonged ** Their health has been increased by more than 3x, however, making them by far the sturdiest mythological creature out there.
    132 KB (22,317 words) - 12:25, 31 January 2015
  • * Fixed a quick issue with icicle leapers not drowning quickly in water, while working on s ...now more aggressively updates its world coordinates for the mouse cursor, making sure that scrolling-based issues that could happen while your character was
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ...anges, one of the developer test machines (laptop, decent but not special) starts seeing those red percentages at the 300% speed mark in a new game; we're in ...u button for opening the wiki tutorial page now simply says "Tutorial" and starts a preset 3-planet scenario intended to teach the basics of the game.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...aking them hit many targets they should not have been hitting), as well as making the galaxy maps generate more quickly. -An icon is now shown for wormholes at far zoom, making them far easier to click (previously players had to zoom all the way in to
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ** Therefore, the game now starts in windowed mode on linux rather than in fullscreen mode (windowed mode alw ...s over non-wall obstructions (so things like trees). The lack of this was making the bonus level Hot Air, Deep Woods impossible.
    78 KB (13,097 words) - 17:26, 2 February 2015
  • == Making Use Of Co-Op Functionality == ...once. Nothing special is needed here, a second player just sits down and starts using the keyboard controls while the first uses the mouse (or vice-versa).
    17 KB (3,116 words) - 19:53, 1 February 2015
  • == How to make a quick start == === Making The Core QuickStart File ===
    2 KB (385 words) - 23:00, 4 February 2022
  • ...'t that many notifications up there even in the super crazy cases, so just making sure that the client and host are extra in sync on those items is not a big ...of 2. Additionally they now deploy at almost 4k range instead of just 1k, making them more useful for ranged attackers in the 2k-6k attack range bracket tha
    126 KB (20,934 words) - 21:28, 22 April 2022
  • *[[AI War 2: Early Access Starts!]] *[[AI War 2: Making Alpha Fun]]
    4 KB (657 words) - 10:51, 26 June 2023
  • ...f ever struggling with resources or ship cap to defend yourself while also making an effective offense. ...grasp of how to protect yourself, what works and what doesn't, how to do a quick rush for early planets to protect your economy, and then how to shore up th
    40 KB (7,197 words) - 01:47, 5 October 2016
  • ...andard-mode mechanic. They would come to early in betrayal since the game starts in 3010 rather than 3000, and they also are something that logically the hy ...flagships per power level in an an armada has been returned to 10 from 4, making it so that the balance of your flagship vs enemies is the same _most of the
    34 KB (5,632 words) - 20:40, 14 November 2017
  • Once those are done (or for the impatient), look in the Quick Start section of single player and check out one of the beginner situations ...starts getting notably more powerful, difficulty 7-8 is when the AI really starts kicking you in the shins, difficulty 9 is nigh impossible, difficulty 10 IS
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...there are any updates available. There almost always are! This is a pretty quick process, and it gets you the absolute latest and greatest version of the ga The next area starts with a sheer cliff: again, deploying platforms is the way to get past. In o
    10 KB (2,021 words) - 16:35, 12 July 2012
  • ...onus ship types. In all, there are 180 new ships added in this expansion, making it our largest to date by a fair margin. ** Mid-power, very high-health guardian that starts out with no ships inside it. As AI ships are damaged on the planet the car
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ...onus ship types. In all, there are 180 new ships added in this expansion, making it our largest to date by a fair margin. ** Mid-power, very high-health guardian that starts out with no ships inside it. As AI ships are damaged on the planet the car
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...longer quite as thick, and the exposure is brighter on the map in general, making it a lot more visible in the night in particular. * The game never starts you within two hops of the edge of the map. Previously it had a habit of p
    63 KB (10,632 words) - 10:14, 5 April 2024
  • -Mine Layers are now a part of the Mobile Builders quick button list. ...rtresses now have a special affinity for striking player command stations, making them even more dangerous than before.
    22 KB (3,797 words) - 13:38, 1 February 2015