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  • * Now that AI Shield Sphere Guard Posts have so much health, they are no longer used in the intermediate tutorial. ...eting them is in the air; this will tend to also wake up the rest of their guard group.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Added Bradley Smith to the Special Thanks section of the credits roll, for the source code we adapted to devel * Fixed a few bugs that were causing Special Forces and Threatfleet ships to try to rally (when idle) to planets they could not
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...were so many balance changes there with the introductions of the new guard posts and guardians, not to mention the new player economy in that version, that ...mand station has been prematuraly destroyed or when ships are freed from a guard post.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...s would auto-target stuff that should not be auto-targeted (wormhole guard posts, AIP-on-death structures, etc) if the unit in question shot them first. ...less to invest into its nemesis spawns as AIP increases and waves, special forces, strategic reserve, and other responses are being given more and more resou
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...s all the guardians, and basically everything but the fleetships and guard posts are now taken care of. And some of the Arks. ** This is all of the "AI buildings" folder except for guard posts.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • Guard Posts are immobile AI units. They are AI equivalent for turrets and are the main There is several pools of guard posts; the planetary generation picks them depending on the type of planet.
    15 KB (2,291 words) - 05:52, 10 July 2016
  • * An enormous graphical overhaul has taken place. Every special effect in the game has been replaced and majorly improved, the HUD and GUI ...context menu (alt+right-click) with things like Auto-Gather-Knowledge and special Transport-Unloading logic, the complete removal of "control nodes" in favor
    183 KB (30,714 words) - 11:55, 16 September 2017
  • * The "GetPraetorianGuardExternal was null on faction AI Praetorian Guard" error should now be fixed. **This should hopefully lead AI forces to be less confident about lauching hundreds strength worth of kamikaze shi
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...out of date. A more recent list of guard posts is available [[AI War:Guard Posts|here]]. <big>'''What Do Guard Posts Do?'''</big>
    8 KB (1,442 words) - 02:58, 17 June 2016
  • * Warp Counterattack posts are no-longer auto-targeted, since their destruction launches a wave and th * Updated Special Forces Captain description.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ** Normal guardians, guard posts, forcefield generators, grant 50. ** Dire guardians, dire guard posts, grant 75.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...ealth whittled away, etc. You'll eventually have to withdraw if the enemy forces are just too strong, but what you _won't_ have to do is repeatedly try atta ** A list (with count) of any special abilities you used.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...text" section in the upper right corner be clickable without losing their special functionality. ...ties has been added to tutorials, which lets us say "don't seed any of the special capturables in the normal fashion" if we don't want that to happen.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...f the game or midway through, these have the unique ability to fly through special wormholes into the new nebulae. In those new areas, champions encounter bo ** 3 _Nasty_ new Core Guard Post types for the AI to defend its homeworlds with.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...e of factions, linked planets, viewed by player accounts, AI counterattack forces, vassal missions (outer). ...umber of times hacked by each type of hack, systems (this is the big one), guard patrol points, protecting shields, AI reinforcement point contents, death e
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...r own devious minds) prompted tons of other changes in 8.0 (counter-attack posts being made optional comes to mind, and many turret caps becoming per-planet ** The neinzul spawner core guard post now spawns about 1/12th as many of these as before.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * Concussion Guardians and Guard Posts now have a range of 18,000, instead of 30,000. * Nucleophilic Guard Posts damage multiplier reduced from 6 to 3 to bring it in line with similar unit
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * The Praetorian Guard no longer gets any mark level upgrades above the ambient of the AI during t ...number of shield generators which must be destroyed before the dire guard posts on the AI Homeworld(s) can be destroyed.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • *** An entity that is marked as cannot be garrisoned in a guard post does not imply it cannot be loaded into a transport. ** Has significantly more dire guard posts than normal.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...al is now massively different, accounting for the addition of unique guard posts and the removal of turrets. Also adding guardians on a few planets, and ac ...d thus tanks, see above) base attack power increased to 3x of what it was, special hull-type-bonuses cut to 1/3rd of what they were. This makes them a bit mo
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...ience for some particular reason, or you just like getting pilots killed?" special. ...hus slowing them down and also causing them to have a braindead Praetorian Guard subfaction). Essentially if we can't find the proper PG difficulty, it wil
    646 KB (109,259 words) - 11:44, 22 September 2021
  • The '''Special Forces''' is a fleet the AI uses for defense and to counter invasions. ...nother. When the Human players attack a planet the AI cares about, Special Forces are routed to that planet. Planets the AI cares about are generally ones wi
    2 KB (420 words) - 17:45, 26 October 2016
  • ...even to be noticed by the AI central command, has survived. These are the forces you will command. The AI subcommanders will fight you to the death when the ...llent for bypassing enemy defenses (such as mines and tractor beams), with special onboard radar-dampening equipment that makes it impossible for ships to hit
    43 KB (6,703 words) - 19:47, 1 February 2015
  • ...llent for bypassing enemy defenses (such as mines and tractor beams), with special onboard radar-dampening equipment that makes it impossible for ships to hit ...hips are built at the starship constructor, except for the few that follow special rules (see below). In all, there are 22 different kinds of starships.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ** Exogalactic strike forces (exo waves) in general, most recently the code to allow Exos to sync with C ** Praetorian Guard is now in the game. The Praetorian Guard is the Bodyguard of the AI overlord.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...ommand stations (note: this also includes the perma-cloaked wormhole guard posts, which don't die until the command station dies, usually. So planets with ...n alert level have filled up. "Filling up" depends on the number of guard posts and command stations at that planet.
    16 KB (2,944 words) - 15:36, 24 April 2015
  • ** It was also the cause of the amusing scenario where the Special Forces Master would donate so much to Waves that it would out-wave Tsunami (the wa ** All of the guard posts now take 10 shots (mainly this means if they are the Ghost versions of them
    179 KB (30,218 words) - 23:28, 1 January 2020
  • | ''On all planets:'' All [[Wormhole Guard Post]]s replaced with normal Guard Posts | This AI uses normal guard posts instead of wormhole guard posts next to each of its wormholes. The result is that you generally take more l
    24 KB (3,558 words) - 16:52, 18 May 2019
  • * [[AI War:Special Forces|Special Forces]] * [[AI War:Guard Posts|Guard Posts]]
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...s with tracking "nearby unengaged mobile strength"; notably it counting AI guard ships and not properly populating all the relevant lookup tables due to the * The Special Forces has evolved a great deal from its early AIWC implementations (basically a r
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...those guard posts to make a permanent effect! Once you have all the guard posts gone, that's when it is time to go after the command stations. ...human and the AI players. For the AI, this can mean Ion cannons, various special ships that give all the rest of their ships bonuses, multiple starships, tu
    14 KB (2,437 words) - 19:50, 1 February 2015
  • ...ts. There are also new bonus ship types, AI types, map styles, core guard posts, guardians, core turret controllers, and more awesome music from Pablo Vega ...most also try to be extra clever in how they place their station and guard posts.
    14 KB (2,253 words) - 20:05, 6 August 2020
  • ** Additionally, things like mobile builders are gone in a special type sense, and are now just considered Battlestations. ...your fleet centerpiece is on a planet with an enemy ship that dies to your forces, then that fleet gains some EXP. More for big-ticket items.
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ...aying with the other dormant ships around their [[AI War:Guard Posts|Guard Posts]]. They only attack if part of the [[AI War:Threat|Threat]] Fleet, which th ...ther the command station or one of the guard posts. The command station or guard post in question can't already have its cap of guardians. If the AI is unab
    10 KB (1,457 words) - 12:01, 21 August 2016
  • ...Threat, AI Warden Fleet, AI Hunter Fleet, AI Instigators and AI Praetorian Guard. *The AI Threat are AI forces actively waiting to strike. These units are ready to come at any time they
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...ic than they should have been, and paves the way for a large influx of new special weapon types, which will individually be more common in this expansion and ...d per 4k ships in the game—then it will jump greatly upwards. The special forces captain AI Type, it should be noted, sees particularly little gain from thi
    107 KB (17,661 words) - 11:54, 16 September 2017
  • == New AI Special Weapons == ...th this expansion. That said, we also added a number of new Core AI Guard Posts, to help with the variety of the endgame.
    27 KB (4,399 words) - 09:07, 23 October 2018
  • == New AI Special Weapons == ...th this expansion. That said, we also added a number of new Core AI Guard Posts, to help with the variety of the endgame.
    28 KB (4,541 words) - 20:03, 6 August 2020
  • * Other special capturable structures that you might encounter and desire. * Destroying Special Forces Guard Posts
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...s, I guess? Except in this case, it's apparently free, special forces, or guard? How exactly does this work? '''A:''' Correct, aside from the special case units (etherjet behavior, for example, or astro trains, or starships,
    4 KB (657 words) - 19:47, 1 February 2015
  • ...l between the guard posts on a planet if there are at least two such guard posts. If there are not, then they will patrol at random. ...chasing a minor faction ship and moved beyond a certain distance from its guard poing, it would be freed to hunt the human players. Fixed to not be thus f
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...kickstarter: [https://www.kickstarter.com/projects/arcengames/ai-war-ii-0/posts/2169345 Pivoting AI War 2: Bring The Fun!]. * Arks now require more upgrade points. Thanatos and Gyrn have stronger special abilities
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...e we never specified which spell slots were considered Primary, Secondary, Special, or Ammo anywhere in the game! Now the mage class selection window and the * The end-turn-report overlord-forces-category summary now has a different line (that shows in green) after the g
    304 KB (51,505 words) - 19:51, 1 February 2015
  • <big>'''What Do Command Posts Do?'''</big> Command Posts was a pre 4.0 name that has been replaced by the term Guard Posts
    2 KB (347 words) - 19:48, 1 February 2015
  • ** In guard post placers during mapgen, for guarding metal generation spots (aka faster ...nable thing to have happen. The dead AI is unable to launch extragalactic forces, now (it already was, but it was spamming your error log hard during that p
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...free ships with a behavior similar to the [[AI War:Special Forces|Special Forces]], doing pressure and invasions instead of mobile defense. ...ce the planet is clear of Human presence, they don't return to their guard posts. Instead, they switch to Threat mode.
    3 KB (473 words) - 03:42, 25 August 2016
  • ...clave]] || The Neinzul who have not allied with either the Human or the AI forces roam space trying to survive.<br/>Enabled by the [[AI War:Minor Factions#Ne ==Guard Posts==
    28 KB (4,216 words) - 11:40, 4 February 2017
  • -AI planets no longer get extra reinforcement ship cap from wormhole guard posts. This makes the practice of "neutering" AI planets once again effective fo ...battles, or randomly popping into your planets, as with the other special forces ships.
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...rol between these posts. When an AI gets reinforcements to a planet, each guard post also gets reinforcements. Normally, the AI has one Special Forces Guard Post per planet, sometimes none.
    906 bytes (131 words) - 08:40, 18 August 2016
  • * Aedile AI Type: This AI has a somewhat stronger praetorian guard which is allowed to roam a bit further from its Homeworld. (Hard) * Praetor AI Type: This AI has an extra-strong praetorian guard which is allowed to roam much further from its Homeworld. (Brutal)
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...akes planets feel more unique and fun before you even get into the various special weapons that have always been a cornerstone of AI War. ...sent a more serious counterattack threat than the recently-added new guard posts, which are stationary. In other words, if you launch an attack and botch it
    4 KB (608 words) - 14:22, 16 June 2016
  • *Doubled Mines for Orbital Stealth Guard posts and they can spawn in a second, farther ring * Give the corrosive guardian and guard post a new overlay
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ** It's displayed with a special ring for visual feedback. ..., because those are a lot harder to stack and they are supposed to be very special.
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ...ass, and a new ArcenStrings class, based on recommended best practices for special case performance handling in unity at these two locations: * Troop Accelerators, Black Hole Machines, Raid Engines, Alarm Posts, Planetary Cloakers, Attrition Emitters, Magnifiers, and Super Terminals no
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * Corrected an issue where Uke Mochi's special ability affected all raw resource producers rather than just food-related o ...ontinent of Luminith, restrained by the god Kashima; when Kashima lets his guard down, Namazu thrashes around, causing earthquakes. On the start of every t
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ...rdinary bandits; rogue creatures from all mythologies have decided to join forces with both to the red and blue faction, leading to a crazy fight with all so ...st giants are about to break out of captivity and are... perturbed. Be on guard!
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ...AI War:Hybrid Hives|Hybrid Hives]]<br/>The AI has fused Neinzul hives into special starships, creating a uniquely dangerous foe.<br/>{{ReqCoN}} ...r|Hunter]]<br/>The AI gradually adds some extra-nasty units to its Special Forces. The SF fleet normally functions as a mobile defense fleet for the AI, but
    5 KB (869 words) - 03:23, 16 August 2016
  • ...rs to save its ships for other battles rather than wasting time with human forces in uncontested areas. -The AI will now act a bit more aggressively with special forces ships that have encountered (and fired upon) player ships.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...AI won't use it unless Human military ships numerically overwhelm local AI forces, which makes dealing with eyes interesting challenges. ...uard Post]] on their planet (not counting wormhole and special force guard posts). Guerrilla-style raids and heavy usage of [[AI War:Starships|Starships]] a
    4 KB (667 words) - 02:28, 25 August 2016
  • [[AI War:Guard Posts Overview|Guard Posts -- More types and why]] {{TBD}} [[AI War:xx|Common Guard Post types]] {{TBD}}
    2 KB (297 words) - 15:40, 1 February 2015
  • ...to recent changes to AI tactics when going through wormholes, the Special Forces Captain is a lot more difficult now. It has been promoted to now be a HARD -The AI now uses group-move when attacking players from a guard position. This helps to maintain the power of the guarding ships, rather t
    16 KB (2,661 words) - 13:39, 1 February 2015
  • ...ts a bit (certainly taking out all train stations and special forces guard posts as I do the gate raids). Then that's secure enough that I can just maintai ...Gate-raid the two high-level home-adjacent planets next, and kill special forces and (ideally) train stations at that same time.
    20 KB (3,556 words) - 19:50, 1 February 2015
  • ...points, down from 1000k, and AI now has 250k, down from 750k. Shield Guard Posts are now 80k. * "Security Alert", using the Special Forces Master AI type, with Base Orientated Warden, Kamikaze Hunter, Threat Waves,
    50 KB (8,414 words) - 11:12, 15 October 2018
  • Hacking, in general, will lead to the AI deploying forces in or around the system where the hack is taking place to stop it. The str ...s, Zenith reserves, interplanetary munitions boosters, raid engines, alarm posts, radar jammers, gravity drills, troop accelerators, and AI Eyes. Destroyin
    13 KB (2,173 words) - 05:59, 28 July 2016
  • ...und a large plasma siege cannon. It is excellent against starships, guard posts, guardians, fortresses, forcefields, most turrets, and other large ships li ....<br/><i>This starship is only used in the [[AI War:Special Forces|Special Forces]] by the AI.</i>
    9 KB (1,360 words) - 04:49, 23 August 2016
  • ...me sub-sniper range. It cannot hit the AI Home Command station, Core guard posts and Core shield generators, though. ...the Hive Golem itself doesn't even need to be particularly near the enemy forces to let off its wasps. It can simply release the wasps from way across the
    13 KB (2,356 words) - 10:42, 9 July 2016
  • -Certain ships (special forces command posts, astro train stations, ion cannons, force fields, fortresses, warp gates, a -AI ships at guard posts will now retreat when they have been drawn out, but can't find a target.
    13 KB (2,246 words) - 13:36, 1 February 2015
  • Minor factions are small forces that can be enabled in games of AI War starting with AI War 3.0. The most ...to secure (especially if a minor faction that enables exo-galactic strike forces is on). Oftentimes, this means using [[AI War:Cloaker Starship|Cloaker Star
    31 KB (5,110 words) - 15:35, 22 November 2018
  • -The AI will no longer abandon its command posts to pursue tachyon warheads. ...using starships and then repairing them as a way to have "free" offensive forces.
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...t was to kill the remaining scary warp gates and leave the orbital command posts. '''A:''' That sounds good, actually -- also killing the Special Forces Guard Posts that are near your planets can make it so that you have fewer ships wanderi
    4 KB (687 words) - 14:10, 1 February 2015
  • ...of the planetary area. Now those ships will appear at one of the command posts, or the ship that is providing the reinforce ability. ...present on the planet. This makes it much easier to determine the size of forces at part of a planet instead of at the planet as a whole.
    18 KB (3,048 words) - 19:47, 1 February 2015
  • Within the first few seconds of the game, the special fires-once-per-second logic for the Fallen Spire campaign will transition t Each game-second, each story-related object gets to check for special logic. In the case of the marker, it checks for the presence of a survey s
    11 KB (1,779 words) - 14:03, 1 February 2015
  • ...d pack of velociraptors hunting you against the backdrop of the regular AI forces. For advanced players, the Hybrid Hives provide more cut-throat opposition ...t finds. In their zeal, other vessels and structures like turrets or guard posts, too close to the resource patches may also be destroyed.
    17 KB (2,826 words) - 19:48, 1 February 2015
  • '''A:''' Command Stations and some other structures (Special Forces Guard Posts, AI Troop Accelerators, etc) allow for the AI to reinforce a planet even af ...s at the command station (if it still exists), as well as at all the guard posts.
    1 KB (193 words) - 13:32, 8 October 2017
  • *** Prefers engagements where it significantly outnumbers human forces, and is much quicker to retreat in other cases. ...lanet (that isn't too close to the human homeworlds). Those non-homeworld posts are not protected by the core shield network (if any) but do protect their
    7 KB (1,011 words) - 20:01, 6 August 2020