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  • [[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
  • #REDIRECT[[AI War:Vengeance of the Machine]]
    44 bytes (7 words) - 00:20, 27 February 2015
  • [[AI War 2: The Era of Discovery]] == What was the "Pivot?" ==
    154 KB (26,552 words) - 11:21, 1 August 2018
  • [[AI War 2: Pre-Early Access Polish]] ...ty.com/games/573410/announcements/detail/1732082664630714967 "Retrieval of the Lost Arks" Plus an Essay, Apparently.].
    260 KB (44,014 words) - 13:36, 4 October 2018
  • #REDIRECT [[AI War 2:The Era of Discovery]]
    43 bytes (7 words) - 07:56, 17 September 2018
  • {{AI War 2 Ship:Gyrn ; the Voidhome}}
    38 bytes (6 words) - 19:07, 25 October 2018
  • [[AI War 2: The Refinement of Fleets]] ...ake this clearly the superior product in terms of playability, fun factor, the amount of fun thinking-about-interesting-challenges you do during gameplay,
    287 KB (48,412 words) - 12:06, 3 July 2019
  • [[AI War 2: Pre-And-Post Launch Polish]] ...e bunch of other areas of the game at the same time. Finally implementing the new lobby and how a lot of that works, for instance. So a whole bunch of g
    278 KB (47,062 words) - 16:30, 11 October 2019
  • {{AI War 2 Ship:Gyrn, the Voidhome}} [[Category: AI War 2: Arks]]
    65 bytes (10 words) - 22:37, 12 March 2020
  • ...sense of those things that are defined in xml and new in version 2.040 of the game and further? If so, click that link. Those are what you should be us ...those are... less robust. The journal entries that we're referring to at the above link is instead like uncovering little wiki entries, almost, that sho
    9 KB (1,517 words) - 16:19, 7 May 2020

Page text matches

  • [[AI War 2: The Final Cycle]] ...tically improves... performance, multiplayer correctness, how easy or hard the game is to code to, etc.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • [[AI War 2: The Great Refactor]] ...to really get rid of a TON of annoying things and things that slowed down the simulation or made networking have issues, or otherwise.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • [[AI War 2: Finalizing Multiplayer]] ...ut it wound up taking over four months and touching almost every aspect of the game. A more detailed writeup can be viewed [https://store.steampowered.co
    563 KB (96,029 words) - 12:31, 14 April 2021
  • [[The Last Federation Post-1.0 Release Notes]] * The vote to join existing federation text was using skylaxian-sounding terminol
    402 KB (68,779 words) - 12:25, 31 January 2015
  • [[AI War 2: Interlude And Refinement]] ...to us. It was a really useful period in that regard, and by the end of it the alpha was in a stable enough status that we did get some questions of "why
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * 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]]. * Updated the player-community credits to reflect contributions during the 5.0-to-6.0 run. Thanks everyone!
    407 KB (65,607 words) - 12:09, 16 September 2017
  • [[AI War 2:The Paradigm Shift]] ...This phase did see a major UI overhaul for attractiveness and theming, and the number of mods and ease of using them rose quite a lot.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...ed! 1063 distinct changes were made as part of 44 different releases over the course of 114 days. * The Ability to swim!
    363 KB (62,010 words) - 19:50, 1 February 2015
  • [[The Last Federation Post-2.0 Release Notes]] * On normal difficulty and up, the number of spy probes per spacefaring race in deliver spacefaring tech missi
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...eed! 778 distinct changes were made as part of 36 different releases over the course of 51 days. ...players. We sincerely thank each and every one of those players who played the game in Boston.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...18. 1110 distinct changes were made as part of 38 different releases over the course of 60 days. 80 Players are thanked in this series. Some of the most common names this time around are:
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...and the "Spirecraft - Hard" minor factions to not specifically state that the extra attacks include golems or spirecraft, since there's no guaruntee of e ** Spawns now only happen when the marauder counter is "fully charged" (40 for diffs < 9, 80 otherwise) instea
    367 KB (58,728 words) - 12:16, 16 September 2017
  • [[AI War 2: Post Completion Part II]] ...se notes became too long and a successor page was created in order to keep the length down.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • [[AI War 2: Pre-And-Post Launch Polish]] ...e bunch of other areas of the game at the same time. Finally implementing the new lobby and how a lot of that works, for instance. So a whole bunch of g
    278 KB (47,062 words) - 16:30, 11 October 2019
  • [[AI War 2: The Refinement of Fleets]] ...ake this clearly the superior product in terms of playability, fun factor, the amount of fun thinking-about-interesting-challenges you do during gameplay,
    287 KB (48,412 words) - 12:06, 3 July 2019
  • [[AI War 2: Sunset of The Badger Era]] ...equivalent of "first AI War plus four expansions," we were ready to tackle the next big thing: multiplayer!
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...iod! 800 distinct changes were made as part of 62 different releases over the course of 56 days. For extended thoughts about the design decisions during this period, please see [http://christophermpark.bl
    278 KB (45,949 words) - 19:51, 1 February 2015
  • [[AI War 2: Pre-Early Access Polish]] ...ty.com/games/573410/announcements/detail/1732082664630714967 "Retrieval of the Lost Arks" Plus an Essay, Apparently.].
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...ural Wonders are now limited on what map types they can appear on based on the terrain types. So you no longer get really strange natural wonders showing ...he same, but which have visuals that fit in with the martian scenery now. The remaining 10 natural wonders simply will not be present on mars -- but ther
    202 KB (34,152 words) - 15:38, 19 November 2015
  • [[AI War 2: Final Pre-Beta Checks]] ...BL light source that is much bluer and also brighter, changing the look of the dark side of ships and objects.
    182 KB (30,453 words) - 13:10, 11 January 2018
  • == Statistics For The Curious == ...were (as always) a huge help. 123 Players were thanked over the course of the 500 individual changes that were made.
    209 KB (33,423 words) - 12:14, 16 September 2017
  • == Statistics For The Curious == * The combined release notes for those 53 betas total over 360 kilobytes of text.
    245 KB (38,972 words) - 11:55, 16 September 2017
  • ...lish actions against underground buildings would be interpreted as against the surface building above them. Thus preventing demolishing something under a ** Thanks to tadrinth for the report and save
    208 KB (34,773 words) - 19:15, 5 June 2015
  • == Statistics For The Curious == ...hp/topic,11809.msg125187.html#msg125187 One does not simply stroll through AI War patch notes], indeed.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • == Statistics For The Curious == ...July 16), AND a signficant period with no public releases while we ported AI War from .NET/SlimDX to Unity3D.
    183 KB (30,714 words) - 11:55, 16 September 2017
  • * Added Mouse tab to the Input Bindings screen; it's just a static listing of controls and cannot be ...a game with an expansion disabled when the "last used" AI Type for one of the AIs requires that expansion.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...eed! 640 distinct changes were made as part of 40 different releases over the course of 43 days. A player is thanked in at least 307 of those changes. * The Intro Mission
    192 KB (32,418 words) - 19:50, 1 February 2015
  • [[AI War 2: The Pivot]] == Version 0.722 Down the Wormhole ==
    161 KB (27,377 words) - 16:31, 24 April 2018
  • Patch notes for game version 8.001 and up can be found at [[AI War:Current Post-8.000 Beta]]. ...es in 425 days. Thanks to player feedback (some new, some from years ago) the game is now better than ever.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • [[AI War 2: The Era of Discovery]] == What was the "Pivot?" ==
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...rdness when someone opened the customization window before closing both of the initial city map tutorial messages. ** Thanks to Pepsisolo for the report.
    160 KB (26,781 words) - 17:21, 2 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
  • [[AI War 2: The Grand New AI]] ...were having fun with. But inevitably, the more people we had playing it, the more things get brought to our attention to refine and make as smooth and f
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...e-shot bursts in a brief sequence rather than all at once, to give more of the desired visual effect (gameplay impact should be minimal) : * Fixed bug where enclave starships (the normal ones, preservation wardens, and roaming enclaves) were not being con
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...th. 549 distinct changes were made as part of 29 different releases over the course of 95 days. This comes to nearly 6 changes per day. ...yers are thanked in this series (50 more than in the beta period). Some of the most common names this time around are:
    150 KB (24,846 words) - 12:25, 31 January 2015
  • * The game now more aggressively updates its world coordinates for the mouse cursor, making sure that scrolling-based issues that could happen whi * The game now links to the new beta release notes page, rather than the pre-beta release notes page.
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ...rd. 620 distinct changes were made as part of 34 different releases over the course of 20 days. 28 Players are thanked in this series. Some of the most common names this time around are:
    132 KB (22,317 words) - 12:25, 31 January 2015
  • [[AI War 2: Making Alpha Fun]] ...visuals for it (all five marks, although only one mark is actually used in the game right now).
    123 KB (20,999 words) - 17:37, 25 October 2018
  • * Floor skipping abilities will no longer work on the last floor of the run. * Fixed a bug where the space invaders boss's little spawning guys were granting absolutely obscene
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...notes they needed to be cut down and edited. So here is the original, and the cut-down version is here: * The science and hacking scales, which were 1000 and 15 previously, have now bee
    122 KB (21,444 words) - 14:29, 18 April 2019
  • [[AI War 2: Post Completion]] ...ltiplayer was better than ever. This phase marked the very last stages of the multiplayer beta before it left that status.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • This is for pre-release testing for the Zenith Onslaught. It was used for patch notes as well. It is now out of dat ...Feel free to change anything to your taste. Also check out the section at the bottom of this wiki page for some ideas and mechanics you might find useful
    113 KB (18,449 words) - 16:11, 1 June 2021
  • NEW ART -All of the new art is by Philippe Chabot except where here noted. -The Leech Starship has all-new graphics, and the Raid Starship graphics have been much improved.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...d in. The most relevant one is called ArcenDebugLog.txt. You can send us the whole thing, or just strip out relevant parts. ...That gets overwritten the next time you run the game after a crash, unlike the other log. These can be found here:
    112 KB (17,757 words) - 15:59, 27 April 2024
  • * Our fix to the screenshot quality issue that existed two versions back was to use SMAA. T ...get away with keeping a 32bit version of the game, but that looks like not the case. Thus updating this prior to us actually selling it seemed rather wis
    79 KB (13,456 words) - 16:18, 24 August 2016
  • [[AI War 2: The Arrival of Fleets]] ...t some new content in place as well as continuously refining huge areas of the game.
    105 KB (17,355 words) - 23:34, 5 March 2019
  • Energy Storm (replacing the prior Thor track, which was often unpopular) -The way that build queues work has been completely revamped; the time required to build queue-based ships is now based on their metal/crysta
    48 KB (8,166 words) - 13:40, 1 February 2015
  • ...ies can be found in the 4journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Long Title: Miners in the $planetName nebula are requesting our assistance against attacking Marauder
    62 KB (10,032 words) - 05:06, 2 March 2015
  • ...issue where the quality of the underground tiles and the building icons in the game were showing up with a very cruddy quality. ...uilding to actually build, the listboxes on the left would jump back up to the top annoyingly.
    59 KB (9,843 words) - 15:39, 19 November 2015
  • [[HotM: After The Transformation]] ...lly (ranging from 3x to 4x). Essentially, people were just flying through the tech tree too fast, and this was leading also to analysis paralysis because
    63 KB (10,632 words) - 10:14, 5 April 2024
  • ...ers (multiplier is 1 + 0.33 for each additional player now instead of just the number of players). AI Updates
    66 KB (10,612 words) - 11:54, 16 September 2017
  • [[AI War 2: Early Access Starts!]] ...d so we started focusing on polish and bugfixing. Also improving a lot of the interfaces, and adding a few new ones! More content will be added during E
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ...file has a separate high scores list, so changing the profile also changes the high scores list. ...modifiers, and all the other relevant start-game factors, multiplied times the Score Over Time. This allows for consolidated, meaningful online leaderboa
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...er of people, if they had multiple network adapters on their machine, then the WWW loads from their own disk would load incredibly slowly. We didn't know ...oad noticeably faster than before. This should also bypass the issue that the WWW class had with getting oddly slow (if it doesn't, then something _serio
    48 KB (7,844 words) - 17:22, 2 February 2015
  • * Added some explosives around the generator in the Two Factor challenge room for players without a launcher. ...aky issues in the Two Factor challenge room that could potentially prevent the room clear from triggering normally.
    47 KB (7,365 words) - 20:22, 26 January 2024
  • ...n a stacked_image node, and a modifier node, all of which are sub-nodes of the entity. ...in the code <entity name="Goldbug">, name is the attribute and Goldbug is the value for that attribute.
    50 KB (8,387 words) - 14:20, 21 May 2018
  • '''Welcome to AI War 2!''' ...Tower Defense. You'll be continuously commanding units in battle, explore the galaxy, and defend your planets all at once.
    44 KB (7,548 words) - 13:50, 25 April 2022
  • ...e much experience with this game (hopefully you have played through all of the in-game tutorials already at this point, though -- they are invaluable even ...2, which will be extremely easy and will give you more time to get used to the game.
    40 KB (7,197 words) - 01:47, 5 October 2016
  • **Normally the name of the entity is what is used to find the image for the entity. This lets you override that logic. **Use Invisible to have the system not visibly show on the entity (often a good idea).
    40 KB (6,698 words) - 12:54, 5 January 2018
  • ...want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]]. ...be <b>much</b> harder. Therefore, our intention is that it be much harder the first time you try it ;)
    30 KB (5,095 words) - 15:36, 22 December 2016
  • ...ies can be found in the 3journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". During a recent routine scan for variations in the AI's warp grid, our personnel detected an abnormal subspace signal near our ow
    41 KB (6,782 words) - 12:38, 27 February 2015
  • Ready/NotReady in the Lobby ...d/remove players, and change player colors. A full sync is required after the contents of this panel are saved.
    29 KB (4,906 words) - 13:40, 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 ...set from 1-10, with 1 being a minor impact and 10 having a large impact on the game. Exceptions are minor factions that are controllable ships. These can
    31 KB (5,110 words) - 15:35, 22 November 2018
  • ...no data prior to the time the savegame was loaded into the new version of the program. -The tutorials and in-game hover text have been updated to make it clearer that
    22 KB (3,797 words) - 13:38, 1 February 2015
  • ...s to be a ton going on that I have to keep track of. Can you explain what the marketing stuff is talking about? ...romanaging all the various aspects of your empire. The difference is that the game actively discourages this, rather than encouraging it.
    36 KB (6,383 words) - 10:23, 22 February 2015
  • == 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
  • [[File:AIWarLogo.jpg|center|AI War]]<br/> ...biting bubbles, and the AIs have turned their attention outward, away from the galaxy, to alien threats or opportunities unknown.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • =What exactly are the features in the base game of AI War?= ...ms of free DLC, etc. This listing is current as of version '''3.120''' of the game.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • ...these (especially if the Andor planet is seeded with The Ark) could render the Andors completely invincible because it leads to "birth" rates of over 7 bi ...h they are constructed, as otherwise destroying them doesn't actually stop the massive manufacturing spree.
    34 KB (5,632 words) - 20:40, 14 November 2017
  • [[category:AIWarZR]][[File:AIWarZRLogor.jpg|center|The Zenith Remnant]]<br/><b>Every planet is a choice. Every choice has a conseq ...choices as a player more varied than ever. Do you risk total war with the AI by capturing and rebuilding a massive golem? Do you procure defensive super
    30 KB (4,946 words) - 14:07, 8 March 2015
  • [[File:AIWarLotS.jpg|center|Light of the Spire]]<br/> <b>The Spire are coming...</b>
    28 KB (4,541 words) - 20:03, 6 August 2020
  • ...get. Especially when the set of eligible ships is heavily restricted (e.g. the guardian-only or starship-only AIs). * Fixed a null-reference bug in the code for drawing health bars of carriers.
    27 KB (4,501 words) - 17:36, 25 October 2018
  • ...] kickstarter goal, and draw further inspiration from the [[AI War:What Is The Fallen Spire Minor Faction|Fallen Spire Minor Faction]] from AIWC. ...umber of minor factions have unique attributes that can only appear during the spire campaign.
    23 KB (4,043 words) - 14:00, 6 April 2022
  • ...the shot was directed straight at the force field itself, or sometimes if the mode was Fast & Dangerous. Fixed. -In recent releases, the CounterSpy ship was unable to actually hit cloaked ships. Fixed.
    18 KB (3,048 words) - 19:47, 1 February 2015
  • =What exactly is added via The Zenith Remnant expansion?= ...ships. But that's more than a little vague. Here, specifically, is what the expansion adds:
    28 KB (4,560 words) - 19:50, 1 February 2015
  • =What exactly is added in the Light of the Spire expansion?= ...at, it adds a ton of more types of large ships, notably the spirecraft and the bonus ship types. In all, there are 180 new ships added in this expansion,
    27 KB (4,399 words) - 09:07, 23 October 2018
  • ...t desert their posts. This is in addition to the existing 50% chance when the enemy command station is lost. ...known Path" no longer flashes next to each planet on the galaxy map before the actual number of hops are calculated.
    16 KB (2,780 words) - 11:51, 16 September 2017
  • == Breakdown of the Types Of Threads == * Anything that happens on the long-term planning thread is happening on the host only.
    22 KB (3,954 words) - 15:22, 5 June 2020
  • ...s, which can be modified in the game setup. Descriptions below will assume the default allegiance. ...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
    23 KB (4,003 words) - 17:01, 6 August 2022
  • -Force fields are now a new category of their own, separate from the general "heavy defense" category. ...force fields, and are thus able to shoot ships under them. They also have the same small bonus against force fields.
    20 KB (3,494 words) - 13:39, 1 February 2015
  • == Please Refer To The Main Special Mechanics Page == ...neral explanations of what these special mechanics ARE, please visit the [[AI War 2: Special Mechanics|Special Mechanics]] page as a reference.
    24 KB (4,001 words) - 10:09, 29 October 2022
  • <big>'''What Makes The Design Of This AI Unique From An Under-The-Hood Perspective?'''</big> ...rd that the AI here is something new and different, but I'm wondering what the high points of this explanation are?
    20 KB (3,483 words) - 13:42, 1 February 2015
  • ==Are There Cheats In The Game?== '''A:''' As of version 2.040 of the game, yes there are. At the moment, cheats do not have to be explicitly enabled in order to be used.
    22 KB (3,787 words) - 12:13, 9 August 2022
  • ...ontrolled planets and affect certain Factions, such as the Dyson Sphere or the Nanocaust, and here it's explained a bit more in depth. ...ra 5 (Including retrospectively). A few units such as Astro Trains and the AI Overlord will also give hacking points when killed.
    18 KB (3,155 words) - 20:56, 22 October 2022
  • == The Original AI War == ...immediately distinctive thing in the game. Heck, it's even right there in the title!
    17 KB (3,033 words) - 12:27, 18 September 2020
  • == Notes From The Producer: June 11, 2010 == ...build all sorts of cool stuff directly into the themes, in tandem with all the other tools he already had.
    15 KB (2,604 words) - 12:25, 31 January 2015
  • <big>'''How Do Basic AI Reinforcements Work?'''</big> ...hese 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
  • ...m, but some of the various permutations and options are subtle enough that the full power of what is available to you might not be immediately apparent. One very important distinction when discussing Tidalis multiplayer is the difference in having multiple boards versus having multiple players.
    17 KB (3,116 words) - 19:53, 1 February 2015
  • ...oom level will be changed. This is not kept between saving and loading of the game. -The ship selections are now remembered when players switch between one planet a
    16 KB (2,661 words) - 13:39, 1 February 2015
  • ...as), it will ask you a few questions to go ahead and get the basics set up the way you want: ...idalis, it will ask you if the screen looks okay, or if you want to change the screen resolution to a windowed mode or a different size.
    15 KB (2,610 words) - 19:53, 1 February 2015
  • This is going to be building an Example Faction found on the forums ...epad-plus-plus.org/download/v7.7.1.html). Note that you do not have to use the two tools listed if you don't want to download them, but they can be useful
    20 KB (2,859 words) - 20:19, 13 August 2020
  • ...0 MB of RAM compared to previous versions of the game. This in turn makes the saved games load faster, as well. -The game's suggested paths between planets on the galaxy map are now much better, preferring to stay with neutral/allied plan
    14 KB (2,434 words) - 13:38, 1 February 2015
  • ...at are actually limitations, these are shown as 'Ability: (Limitation)' in the list below.<br/> A ship's abilities can be found in the ship description pop-up just below the ships numerical values (which are in white) in light gray text.<br/>
    17 KB (2,941 words) - 22:08, 1 February 2015
  • ...e custom coding. That was the only way to do things prior to us adding in the actual codified journal entries with their dedicated sidebar, etc. = The New Style Of Journal Entries =
    22 KB (3,660 words) - 19:25, 19 May 2020
  • == A Note To Players from AI War Classic == ...game (note that metal is discussed on that page but not counted as one of the 8 basic stats).
    18 KB (3,012 words) - 21:16, 7 August 2022
  • -Scout starships no longer have the munitions boosting ability. ...hts with the AI trying to make its ships attack targets that are immune to the attacking ship's shots.
    14 KB (2,434 words) - 13:39, 1 February 2015
  • -The game now supports maps with 40, 50, 60, or 70 planets in them. ...onstructor in attack-move or free roaming defender mode will now emerge in the same mode.
    13 KB (2,246 words) - 13:36, 1 February 2015
  • == Notes From The Producer: June 26, 2010 == ...ilities into the game, which is why the long time since the last release. The networking work is in full swing, and that caused a lot of internal changes
    16 KB (2,663 words) - 12:25, 31 January 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
  • :''For detail about the Hives themselves, see [[AI War:AI-Neinzul Hybrid]].'' The features described here are still in development and this wiki page will pr
    17 KB (2,871 words) - 11:31, 26 May 2015
  • '''Q:''' The first expansion to AI War, The Zenith Remnant, introduced a new class of ship called golems. What are the ...ut of repair in most cases. The only functioning, modern golems belong to the Zenith aliens themselves (which players can encounter as minor factions).
    13 KB (2,356 words) - 10:42, 9 July 2016
  • [[File:AIWar.jpg|center|AI War:Fleet Command]]<br/> ...tice of AI powers while preparing for an attack against the AI homeworlds. The game takes place on a procedurally generated galaxy map with between 10 and
    27 KB (4,189 words) - 11:36, 9 August 2021
  • ...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
  • ...2 bases at the same time. I was thinking like fast expanding really helps the economy, but maybe it's just not feasible on all types of maps. ...15 minutes in, and a second at 30 minutes maybe, and a third by the end of the first hour. Of course, that also varies, but that is true.
    20 KB (3,556 words) - 19:50, 1 February 2015
  • ...ul minor factions, against new AI types in general, and enlist the help of the friendlier members of this new alien presence. ...g you against the backdrop of the regular AI forces. For advanced players, the Hybrid Hives provide more cut-throat opposition than ever.
    17 KB (2,826 words) - 19:48, 1 February 2015
  • == Notes From The Producer: June 7, 2010 == ...t was also that there was just a ton of stuff going on with Tidalis behind the scenes, too.
    13 KB (2,254 words) - 12:25, 31 January 2015
  • ...After 30 minutes of acting as simple threat, these ships will join up with the threatfleet. ...d by an internal timer. The occurence of a CPA will depend heavily on the AI Difficulty. They will usually occur anywhere from every 3 to 5 hours.
    11 KB (1,701 words) - 15:33, 24 April 2015
  • ...want some info, check out [[AI War:What Is The Fallen Spire Minor Faction|the basic non-spoiler overview]]. == How The Fallen Spire Campaign Really Works ==
    11 KB (1,779 words) - 14:03, 1 February 2015
  • This is for alpha testing for The Neinzul Abyss. I'm using this to keep patch notes. ...s/structures. Your units practice necromancy that allows them to resurrect the ships they kill.
    19 KB (2,923 words) - 20:21, 22 August 2021
  • ==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
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  • ==Why Does The Human Player Always Have The "Tempo?"== ...ade the AI play by different rules to the player. Much of this works, but the bit that I think is a bold red, font 100 minus is what seems to me could on
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  • <big>'''How Do I Take A High-Level AI Planet?'''</big> ...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 something I want, like an advance
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  • ==== I bought the full game, but it says trial mode ==== ...and you're all set! Once the game accepts your license key, you'll be in the full version.
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  • These instructions were written in Late June and correspond to AI War 2 version .502 or so. There is now an in-game tutorial, so you should l ...to begin a new game". Just enough to get someone started, from before when the in-game tutorial existed.
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  • ...se-oriented. The type you're up against can greatly influence how you play the game. ...hard.) Note that while not all the red types are technologists, sometimes the wiki and game still refer to them all as "technologist."
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  • ...ies can be found in the 6journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Short Title: Tracking The Second Exile
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  • ==Are There Cheats In The Game?== ...09 of the game, yes there are. To use cheats, you have to enable these in the lobby (there is an Enable Cheats checkbox). Enabling cheats does not impac
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  • ...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. ...l the mechanics described on this page will still be viable while pursuing the Fallen Spire Campaign.
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  • ...t only carry cargo from planet to planet, but over time they contribute to AI construction efforts that can be very dangerous in their own right. ...g various problems for the human forces depending on the type of trains in the convoy. Note that Astrotrains do not have a direct attack themselves, they
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  • =What exactly is added in the Children of Neinzul micro expansion?= ...iverse were the Zenith. This micro-expansion introduces a new alien race, the Neinzul. This micro-expansion will be focused around them.
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  • == Notes From The Producer: May 25, 2010 == ...coming along well, the new levels are some of the best we've had yet, and the networking continues to progress although there is nothing visible to show
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  • XML (Extensible Markup Language) used to create ships, structures, tweak AI difficulty and more. ...t yet does not follow this rule and is one of two exceptions to this rule (the other being commenting). that tag is
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  • ...ive than than the other minor factions page. This is older and inferior to the other page. ...k on this link to be directed to the correct page: [[AI War:Minor Factions|AI War Minor Factions]]<br/>
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  • == Notes From The Producer: May 13, 2010 == ...I), and which tend to break a lot of the game until we get them fully back the way we want.
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  • * Exogalactic Strikeforces are special attacks sent by the main AI command in the other galaxy. ...Spire campaign, and the special defense forces spawned on AI Homeworlds in the Fallen Spire campaign.
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  • ...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]]:
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  • == The Scourge == ...1762476 Nemesis] kickstarter goal, and draw further inspiration from the [[AI War:Hybrid Hives|Hybrids]] from AIWC.
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  • ...ge is mostly out of date. A more recent list of guard posts is available [[AI War:Guard Posts|here]]. ...ship cap for that planet. Some guard posts allow AI reinforcements even if the warp gate and command station have been destroyed.
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  • ...ies can be found in the 6journal.xml file located in your game directory "\AI War Fleet Command\RuntimeData\Language\en". Long Title: A summary of what we know about the Nomad planets.
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  • == Fast Facts: A Crash Course On AI War 5.x == ...ou do just that (and will be refined over time and probably become part of the manual eventually).
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  • == Notes From The Producer: June 28, 2010 == ...than ever, and we've successfully played the first VS Garbage battle over the internet. I'm happy to report that I schooled Keith in about 30 seconds—
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  • <big>'''Why Doesn't The Game Automate Scouting or Reactor Management?'''</big> ...e just automate this for me, disabling whatever reactors are not needed at the moment, and then enabling them as my energy needs grow?
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  • <big>'''What are the differences between solo and multiplayer?'''</big> ...n you play with more than one person? Also, does it still take as long as the single-player games?
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  • [[File:AIWarVotM.jpg|center|Vengeance of the Machine]]<br/> =What exactly is added in the Vengeance of the Machine expansion?=
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  • ...War:Ship Abilities|Ability: Cloaking]] can disappear and not be visible to the enemy in any shape or form.<BR/> ...the screen however, including the type of cloaked ships if you hover over the cloaked ships icon.<br/>
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  • =What exactly is added in the Ancient Shadows expansion?= ...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
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  • ...o already understand how to design a non-modular unit, and it explains all the differences and new things that are specific to modular ships. * Modules are defined as an inseparable part of the ships that use them.
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  • == Why It's Not The Best Idea To Explore Every Building Or Cave Completely == ...t scope to be interesting to explore. It was also important to us to have the general rule "if you can see it, you can go there." That means that if the
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  • <big>'''Why The Complex Interrelation Of Ship Damage Mechanisms?'''</big> ...n all of the various ships, which is impossible for anyone to remember off the top of their head. Class X is stronger than Class Y, fine -- but with doze
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  • <big>'''How Does The AI Think?'''</big> ...why the current system makes for good gameplay, but if I were playing the AI side I would win in under 5 minutes.
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  • ...is given directly in numbers, so the armor value is simply subtracted from the attack damage.<br/> ...damage shot will always do at least 200 damage, regardless of the armor of the target struck.<br/>
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  • ...enhancements, clarifications and so forth are of course welcome by all in the wiki fashion! ...orials and the [http://www.arcengames.com/mediawiki/index.php?title=AI War:AI War Official Manual/FAQ]
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  • ...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 ...he AI home command stations. You had to destroy those, and that was really the only goal; therefore, that was super hard if you didn't have enough firepow
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  • ...ich should be taken into consideration when planning your expansion across the map. ...t system's defensive requirements. When playing with an AI Progress Timer, the amount of time required to conquer a system must also be taken into account
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  • == Notes From The Producer: July 7, 2010 == ...nd up with 115. The last levels really do a satisfying job of wrapping up the game, Lars did a really exceptional job there.
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  • ...take the planet for yourself, the sphere will attack you until you give up the planet.'' ...dds a single [[AI War:Dyson Sphere Golem|Dyson Sphere Golem]] somewhere in the galaxy. It is only available on maps with at least 30 planets.
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  • == Notes From The Producer: December 9th, 2010 == ...s before my son was born, so that fits. To say that a lot has happened in the intervening time, both for me personally and for Arcen as well, would be a
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  • ...sts of a group of ships sent from another galaxy through a wormhole by a [[AI War:Warp Gate|Warp Gate]]. ...e [[AI War:AI Types|AI Type]]. Composition depends on what the controlling AI is able to use.
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  • =The STATS Button= ...w the game is running on their computer (and yours), scores, the AI Types, AI dificulty, player colors, and resource flow modifiers.
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  • ...sense of those things that are defined in xml and new in version 2.040 of the game and further? If so, click that link. Those are what you should be us ...those are... less robust. The journal entries that we're referring to at the above link is instead like uncovering little wiki entries, almost, that sho
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  • ...how to improve both yourself and your settlement so that you can take down the overlord. For details, see [[Valley 1:What_Genre_Is_This,_Anyway%3F|What G ...ions, But Were Afraid To Ask|Missions]] are the crux of how you advance in the game.'''
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  • ...first time and they are aware of you, they now show up on a new minimap in the bottom right corner of your screen. ** This minimap also indicates the compass direction you are facing, which can be very useful for navigating i
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  • == Notes From The Producer: May 19, 2010 == ...y code has been being shuffled about for it for months, but we finally bit the bullet and actually implemented this thing.
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  • <big>'''Who Are The Zenith Aliens?'''</big> ...first expansion to AI War is named after the Zenith aliens, right? What's the details on them?
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  • Chris McEllogott Park here, from the distant year 2021. This is based on my recollection and may need correctio So: who worked on the game?
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  • ...ew features or map types, you need to get into the code, but that's beyond the scope of this document. ...th a GUI like the Microsoft XML Rditor, or else it will absolutely eat all the formatting in terms of tab indents and newlines.
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  • ...ily reminiscent of the Dark Spire. Any force powerful enough to bend both the Spire and Zenith to their own ends is to be feared! A lot of this information is given in the in-game Journal entries
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  • ...that vary across orders of magnitude. The smallest fighter-style craft to the planet-sized Devourer Golem all have to be described with one set of metric The number shown in your interface is a simplified general estimate of various
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  • ...red when dealing with them. They all have a very slow regeneration and a [[AI War:Radar Dampening|Radar Dampening]] that makes them impossible to outrang ...ral pools of guard posts; the planetary generation picks them depending on the type of planet.
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  • ...[AI War:Fortress|Fortress]], [[AI War:Mini-Fortress|Mini-Fortress]], and [[AI War:SuperFortress|SuperFortress]]. ...ypes of forts, and the advanced modules, are unlocked by progressing the [[AI War:Ancient Shadows Campaign|Ancient Shadows Campaign]].
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  • ...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 ...hat humans can never build (only capture with parasites), but warheads are the unique humans technology.
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  • =='''Why Do The Enemy Waves Get So Large So Fast?'''== '''Q:''' With AI players of difficulty 8 and up, it seems like they get really huge incoming
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  • ...se-oriented. The type you're up against can greatly influence how you play the game. Note that this is for AI War 2. This page is currently WIP; some AI types are missing
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  • ...ips]] and [[AI War:Orbital Command Station|Orbital Command Stations]] have the Gathers Intel ability. ...ault setting. For details about the differences of the other settings, see the dedicated visibility page.
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  • ...I don't yet have that great a feel for the game. What should I be doing at the start of a new campaign?<br> ...ugh the tutorials, I'm interpreting your question as "What are my goals in the early game?"
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  • ...es|Ammunition Type]], ships armed with that ammunition can not even target the ship with immunity.<br/> A ship's immunities can be found in the middle of the ship description pop-up in dark grey text.
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  • ...p of enemy ships before they blow the tractor turrets away. Then there is the problem of ships that ignore tractor beams and will just own your command s '''A:''' This is definitely the challenge of the game, but it can be very straightforward to manage if you are careful about
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  • ...rate on alien death rays, whatever. Why is there nothing of this sort in AI War? Is it something that is hard to implement? '''''Response from Chris Park, AI War's Lead Designer:'''''
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  • -The metal/crystal produced by ships now scales upward with increased numbers of -The "ship level" text that is shown with the far zoom image of ships is now prerendered and always sorted by texture, pu
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  • ...nically a misnomer, race is the term used to describe the sentient life of the Arcen universe. == Races of AI War ==
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  • First off, I should note that at no point does the game sit you down and say "this is how research works." It doesn't really ** So it might be an increase in the building cap for a certain class of jobs, which includes some jobs that you
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  • ...hoose, they will either act like "the player race" as described below, or "the non-player races" as described even further down. == The Player Race ==
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  • ...ch Mk costs 4,000 + 4,000*Mk Metal. <br/>All Human command stations double the speed of allied ships in their system.<br/>There are actually several types ...does not have access to human stations, the player does not have access to AI stations (though some stations may share similarities).
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  • =What exactly is added in the Destroyer of Worlds expansion?= ...bonus ship types, a couple new AI guardian types, and the new "Preemptive" AI Plot. This expansion is slated for official release in August 2014.
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  • ...ctoid aliens. The Neinzul first appeared in AI War and were the subject of the Children of Neinzul expansion, and are also an NPC race in Stars Beyond Rea ...hey're able to telepathically link their minds with each other, but unlike the [[Lore:Thoraxians|Thoraxians]], they don't have a full blown hive mind, as
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  • ...ss Planet Attack even though it is still counting down until it will loose the CPA at you. == How to counter when in the AI fleet ==
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  • ...iculty, depending on [[AI War:Minor Factions|Minor Factions]] and [[AI War:AI Plots|Plots]] enabled. <i>Connections between planets are simpler and easier to see. This is the recommended mode for new players, but it will result in fewer unique maps.<
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  • <big>'''How Do I Secure The Area Around My Planets?'''</big> ...ree, where our intent was to kill the remaining scary warp gates and leave the orbital command posts.
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  • ...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.
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  • ...thout setting them off. The same also seems to be true in reverse when the AI has minefields. What's going on? ...nce that they will make it through unscathed, even though the vast bulk of the ships will not make it. Mines are set off by proximity as well as direct co
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  • ...starships as part of your ship mix. To support this new emphasis you start the game with many star ships unlocked. This page needs additional updating to '''Q:''' The tutorial mainly just covers mark upgrades, and there's so much more researc
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  • ...cengames.com/forums/index.php/board,72.0.html Mods and Modding] section of the forums for various lists that others have created (real star names, militar ...game will then use a random selection of lines from altplanetnames.txt on the game host's machine to overwrite as many planet names as possible.
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  • ...he AI won't use it unless Human military ships numerically overwhelm local AI forces, which makes dealing with eyes interesting challenges. ...rge is complete, the effect is applied and, if the condition is still met, the eye immediately begins to charge again.
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  • ...on if the Avenger plot is enabled at game setup.<br/>When it spawns it has the combined stats of 6,000,000 health and 52,240 DPS. ...will have no shotguns, the Avenger Shield, only one MK III Heavy Beam, and the MK IV Heavy Beam.
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  • There are currently four resources used in AI War 2 currently, and here they are all explained a bit more in depth. Please note that this page assumes you are playing as the standard human empire.
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  • ''This topic applies only to AI War version 3.025 and up'' * Arrange a group of your ships in the formation you desire.
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  • ...et, you might not have the strength to take that planet until very late in the game. ...e higher difficulties, however, make sure you also check out this topic: [[AI War:No Warning On Waves?|Why Are Waves Coming In Without Warning?]].
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  • <big>'''What's The Best Way To Handle Scouting?'''</big> ...effective Mark IV scout, which is permanently cloaked an as such can scout the whole map. You can also use [[Scout Starship]]s with their high health.
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  • == Notes From The Producer: December 14th, 2010 == ...cs, etc. This should take care of nearly all the issues we're aware of at the moment (with a question mark on one issue, further testing needed), which i
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  • ...m the AI. When freed, each of these outposts will gratefully decrease the AI Progress by 3 every hour.'' ...l maps.) This minor faction has a great impact on the [[AI War:AI Progress|AI Progress]].
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  • ...their debut in AI War and were the subject of [[AI_War:The_Zenith_Remnant|The Zenith Remnant]] expansion, and are also a playable race in [[Stars_Beyond_ ...meters-long starship sized forms over time. The ramifications of human and AI creation and control of Zenith vessels has yet to be explored.
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  • ** Thanks to SInflux for the report. ...y. Also makes them a bit less of a farm for zenith viral shredders due to the lower health to eat.
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  • Several units have the '''Cloaking''' ability. While a unit is cloaked, enemies don't see it and c ...ft "Low Power" button or pressing the K key. That state can be reversed by the same mean to allow ships to exit cloak and attack.
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  • ...et into the various special weapons that have always been a cornerstone of AI War. ...mobile and powerful, and present a more serious counterattack threat than the recently-added new guard posts, which are stationary. In other words, if yo
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  • -The energy use of Mark II starships has been multiplied 5x. -The energy use of Mark III starships has been multiplied 10x.
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  • == Notes From The Producer: August 18th, 2010 == ...ed sound subsystem that lets the game load faster, play multiple copies of the same sound effect at once (which sounds much better), and which avoids some
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  • ...action]]. They were introduced in the [[AI War:Light of the Spire|Light of the Spire]] expansion. ...more powerful than [[AI War:Starships|Starships]], spirecrafts are below [[AI War:Golems|Golems]], however they compensate by being far more versatile, p
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  • A ship's base speed is found in white text on the third line of the description box as, for example, "Speed: 48". While ships do not accelerate or decelerate instantaneously, the rates of acceleration and deceleration are so great that ships spend most o
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  • == The Zenith Architrave == ...on the congruence of our galaxy to theirs, which is to say "your choice in the game lobby"). These planets are their Territory.
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  • ...e available to both Humans and AI players, but some are reserved to one or the other. ...ructor to be built up to MkIV (provided the MkIII has been unlocked with [[AI War:Knowledge|Knowledge]]). Their ship cap is usually 2 per mark (some have
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  • ...teleporting ships face. On planets with a higher mark than the jumpship, the jumpship expires in about twenty seconds, however.<br/>Spirecraft are built Mark V jumpships (and only Mark V) are immune to [[AI War:Black Hole Machine|Black Hole Machines]] (new in [[AI_War:Current_Post-
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  • ...By a lot, we mean 40-60+, with a technology level equal to or greater than the force field. You can defeat higher-level force fields with lower-level ship ...e Field of your own to the planet (the player force fields are mobile, the AI force fields are not), and hide your bombers under those.
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  • ...e only available to the Harder AI Types, and only show up on core and home AI planets, but they are quite a force to be reckoned with. -All missiles in the game are now immune to being insta-killed (by ion cannons or what have you)
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  • ...n Device Minor Faction, they contain spoilers. The entries can be found in the 5journal.xml file located in your game directory "<Installation Folder>\AIW Long Title: We've recovered a recording concerning the strange device on a recently captured planet.
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  • ==The Pre 4.0 Combat System With Shields== The "Shields" combat system involved "Chance-To-Miss" calculations based on:
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  • ...proceeded to turn on their creators. Humanity now teeters on the brink of the abyss. ...ally helped the Human Military remnant when the AI started its war against the Humans.
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  • ...missiles. However, you get more of both the Raid and Leech starships, and the Leech starships allow you to "reclaim" enemies like parasites do. This in [[AI War:AI War]]
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  • ...ties: WarpGate-Full, WarpGate-Wave and WarpGate-Renforce and '''several''' AI units have one of these abilities assigned. WarpGate-Full combines the abilities of both "wave" and "renforcement"
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  • ...not pick a ship type will not receive any default unlock.<br/>Produces 6 [[AI War:Knowledge|Knowledge]]/second on friendly and neutral planets that are i ...mor]] || {{AlgCtr}} | [[AI War:Engines and Speed|Speed]] || {{AlgCtr}} | [[AI War:Engines and Speed|Engine Health]] || {{AlgCtr}} | Single Ship DPS || {{
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  • ...tion|ARS]] and [[AI War:Core Shield Generator|CSG]]. The flow and style of the game can be pretty different depending on that parameter. Here is a genera ...y to have very good tech, this can be an exceedingly hard map to play on. AI Alert Level is also much more challenging.
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  • <big>'''Why Is Clicking The Minimap Imprecise When I Am Zoomed In?'''</big> ...eed of 1 if you go out far enough. The inner ring represents the limit of the buildable area.
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  • == Notes From The Producer : May 14, 2010 == ...there, and finally the items have a lot of variety to them in addition to the block-placing styles that have been there for a while. More to come soon!
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  • ...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.
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  • ...eight are human playable, six are computer only. All races are useable by the computer, but behave very differently when outside player control. ...would slit mother's throat for a nickle if they hadn't already sold her. ||The Last Federation|| No ||Massive polluters, try to avoid being downwind. Very
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  • ...rs of the [[AI War:Tackle Drone Launcher|Tackle Drone Launcher]] and the [[AI War:Saboteur|Saboteur]]. ...res, and the Shadow were Spire, their ship/bodies were probably similar to the Shadow Vessel's default appearance, an olive green starship with long "wing
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  • [https://youtu.be/EV2WTB5l0vA Coding With Chris: AI War 2's Threading & Multiplayer Part 1: Challenges] [https://youtu.be/7JxIbYIy_2I Coding With Chris: AI War 2's Threading & Multiplayer Part 2: Data Flow For Unusual Solutions]
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  • ...ps that are best equipped to attack the shuttles won't do so until late in the battle. Are they choosing targets at random, or what? Ships also don't se ...he best chance of hitting at the present time, as well as that they can do the most damage to. They also intentionally try to spread their attacks out mo
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  • '''A From CRCGamer:''' The Dark Mirrors have a variety of ways you can partially mitigate what they do ...k engines. V-Wings are also dirt cheap to replace. Same sort of story with the anti-armor swarmer autocannon minipods and gunbots. Works against armor and
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  • ...his 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?]] From the post http://www.arcengames.com/forums/index.php/topic,6778.0.html
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  • ...'' revert to AI control if this command station is subsequently destroyed. The decision as to whether to capture a structure or destroy it depends on: ...g.'' an [[Ion Cannon]]-I is almost always useless, and becomes so once the AI waves reach mark-II levels. [[Advanced Research Ship]]s are always good to
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  • <big>'''About The Planetary Summary'''</big> ...y thing on the right side of the screen does? I get the general idea, but the specifics aren't as clear as I would like.
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  • == Notes From The Producer: May 13, 2010 == ..., though 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
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  • ...l die, then the planet itself will vanish from the galaxy). You can battle the spawned Zenith Miners, or hijack their power to your own ends! ...iner will prevent it from eating the planet. Otherwise, the Miner will eat the whole planet.
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  • == Notes From The Producer: August 4th, 2010 == ...nt-related tasks that I'd been putting off that I had to take care of over the last week.
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  • * In the upper left corner of your screen, right under your hull health and shields, ** These all start out balanced, at 4 bars out of 8, which is the same as it has always been (aka no multipliers).
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  • ...iveness of your ships and structures. Available techs can be accessed from the Tech sidebar. ...: Artillery' tech improves the Concussion Corvette, the Concussion Turret, the Siege Frigate, etc.
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  • ...t is to their destruction, and represent an overall variable difficulty of the game. * Destroying an [[AI War:AI Warp Gate|AI Warp Gate]]: '''+5'''
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  • ...zul Preservation Wardens are an optional minor faction introduced in the [[AI War:Children of Neinzul|Children of Neinzul]] micro-expansion. This page is ...Be. Mined. So the wardens will periodically come by and seek to liberate the rocks.
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  • ...emains when they die so [[AI War:Remains Rebuilder|Remains Rebuilders]] in the system will automatically rebuild them without your intervention. ...emains when they die so [[AI War:Remains Rebuilder|Remains Rebuilders]] in the system will automatically rebuild them without your intervention.
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  • ...e on any planet. Obtaining Outguards requires [[AI War 2:Hacking|hacking]] the beacon they're on. Once obtained, they can be deployed infinite times for f ...] hack on it. Once completed, you then have access to the groups listed in the Beacon description. Each Beacon has two groups available from it.
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  • ...mc0TzKA for clearer examples, though some of them are a bit dated (some of the data structures have changed names). ...ark Spire, Human Marauders, etc...) are implemented essentially as Mods of the game, and there's a lot of really useful tidbits in that code.
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  • [[File:AIWar2.jpg|center|960px|AI War 2]]<br/> ''When Humanity found itself alone in the galaxy, it made the Machine...''
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  • ...heir [[AI War:Guard Posts|Guard Posts]]. They only attack if part of the [[AI War:Threat|Threat]] Fleet, which they join once awakened. Their role is mai ...ians|Dire Guardians]] that are much stronger but they thankfully don't use the same spawn rules.
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  • == Please post on the wiki thread in forums instead. == This page is for public contributors for the AI War section of the Wiki to coordinate.
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  • So, here are the various modes that exist, just for the sake of clarity. Each category is independent of each other, meaning they c ...uently left alive on purpose, and which are quick to kill when you do give the order.
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  • The '''Threat''' is constituted by all the AI ships free to attack Humans as they see an opportunity. ...st is a more coherent fleet of free ships with a behavior similar to the [[AI War:Special Forces|Special Forces]], doing pressure and invasions instead o
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  • The '''Special Forces''' is a fleet the AI uses for defense and to counter invasions. ...ted to that planet. Planets the AI cares about are generally ones with a [[AI War:Core Shield Generator|Core Shield Generator]] or a capturable of Human
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  • <big>'''What Are The General Behaviors That AI Ships Can Have?'''</big> ...ch the AI can use its ships. Sort of like FRD, attack-move, or normal for the humans, I guess? Except in this case, it's apparently free, special forces
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  • Place holder page as upon searching the wiki I do not see a master page for the Fallen Spire campaign.<br/><br/> ...Walkthrough]] and [[AI War:How The Fallen Spire Campaign Really Works|How the Fallen Spire Campaign Really Works]] page.<br/><br/>
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  • ...art. It also ensures that Windows XP includes an entry in the taskbar for the game, which wasn't always happening before. -The knowledge cost of raid starships has been increased from 4,000 to 6,000.
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  • ...geted by the AI's forces. However, if the main Fabricator under control of the capturing player is destroyed, all Foldouts for that fabricator are destroy ...to your fleet, however you must determine if capturing the system is worth the [[AIP]] cost to get said Mk. V ships.<br/>
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  • ...ssibly one of the most dangerous Guard Posts you will run into outside the AI Core Worlds. When this guard post or its systems command station is destroy ...lower right part of the target system - you have 14 min (beta 4.037 fixes the timer to 14 min. Prior releases you only have '''1''' min) to plan accordin
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  • The forums have gotten so busy that suggestions and bugs were being lost. The developers still regularly monitor:
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  • The ships the AI players use are restricted by the blueprints it has access to. They have and gain blueprints in several ways [[AI War:Guardians|Guardians]] are not subject to these rules and are unlocked i
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  • ...t immune to nukes) on the planet, including the command station, and incur the usual +50 AIP for detonation of a nuclear warhead. Nothing of value will r ...}} | Inf || {{AlgRgt}} | 33,333 dmg/sec || {{AlgLeft}} | Warp Gate (Full - AI ONLY)
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  • ...of known units. There is no maximum limit for stocking Knowledge, however the total amount of Knowledge available in a galaxy is finite. ...ered by science labs on player-controlled or neutral planets, but not from AI-controlled planets.
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  • ==Expansions Vs Free DLC -- What's The Difference?== ...very 8-14 months or so. The free DLC and expansions are both developed in the same way, with public prerelease beta versions and tons of community sugges
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  • ...ulSilo.png|100px|left|Neinzul Rocketry Corps Silo]] || valign="top" | When the Silo's planet is on alert, it generates lightning or EMP warheads every qua ...her Marks fire more dangerous warheads.<br/>These structures spawn only if the [[Neinzul Rocketry Corps]] minor faction is enabled.
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  • ...em, you are fighting a [[AI War:AI_Opponent_Types#Moderate|Backdoor Hacker AI Type]]. ...throw enemy forces at you. The later expansions of the game, Vengeance of the Machine and Destroyer of Worlds added at least 3 ways to get rid of at leas
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  • ...take the planet for yourself, the sphere will attack you until you give up the planet. ...Golem is part of the [[AI War:Zenith Dyson Sphere|Zenith Dyson Sphere]] [[AI War:Minor Faction|Minor Faction]] and can only spawn if that minor faction
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  • ...e not spared from the extremely powerful cluster of railcannons mounted on the post itself. == How to counter when in the AI fleet ==
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  • ...ships lowers the current total. Only the AI that owns a world will deploy the strategic reserve to that world. The reserve can be deployed in certain worlds, and only when an AI command station is present:
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  • ...option. For a more general discussion of the difficulty of the game, see [[AI War:Choosing A Difficulty Level|Choosing A Difficulty Level]].'' ...nging from 1 to 10 affecting the quantity of ships it can add in the game, the behaviors it can use, and several other factors.
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  • '''Answer''': So... this is actually a complicated question, and the answer is "it depends." Basically it's going to process everything from the non-mods folders first. Then it's going to process stuff from mods, but no
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  • ...You come from both factions, so you may have fought against one another in the past -- but it is time to put any grievances aside. ...igence. These decisions were not undertaken lightly, and we thought all of the appropriate safety checks were in place, but I think you can guess what has
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  • ...enith Ships that will spawn when the reserve is destroyed.<br/>Increases [[AI Progress]] by 1/2/3/4/5 (Mk. I/II/III/IV/V) when destroyed. ...n to your reserves ships are necessary: a lack of micro can easily lead to the sacrifice of these assets.
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  • ...pend on that DLC. OR you need to make those parts of your mod turn off if the DLC is not installed. ...t have all of them installed, they are set to not show up even if you have the mod on. Those are examples of something that can be selectively turned off
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  • AI Specific Unit - "The Eye" ...e pouring out of the Eye, even if there are no other AI structures left in the system.
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  • ...t of the main Spire race. They have a presence both in the main galaxy and the nebulae systems. Their rage against all that lives is absolutely terrifying ...eings. Unlike the main Spire race, whose ship/bodies are completely white, the Dark Spire are of a dark grey and red shade.
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  • ...on shrinks, so higher value units should be placed closer to the center of the field. The basic [[Force Field]] you begin the game with.
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  • ...ged. The planet on which this shield generator sits must be controlled by the humans (with a [[Command Station|Human Command Station]] built) before it c Network A is stronger however and all generators (except the last) must be destroyed by human forces. Once there is only a single Networ
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  • ...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
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  • ...tnet Golem. If found, captured, and repaired it can inhale entire waves of AI attack ships and turn them into tireless (if uncontrollable) defenders of h ...must be captured, repaired with [[AI War:Metal|Metal]] and powered with [[AI War:Energy|Energy]] to be turned into its functional version.
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  • == Notes From The Producer: January 18th, 2011 == .... It also resolved some annoying font wrapping issues that were caused by the Unity 2.6 engine.
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  • ...their AIP at one point. Warheads are the only kind of units targeted by [[AI War:Core Warhead Interceptor|Core Warhead Interceptors]]. Every construction of a non-[[AI War:Tachyon Warhead|Tachyon]] warhead delays the construction of every other non-tachyon warhead by an amount depending of i
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  • ...e from the start of the game. However mercenary ships cost ten times the [[AI War:Metal|Metal]] cost for a standard Mark IV ship. ...ally, mercenaries are supposed to be powerful Human units fighting only if the players can pay them with metal (and not ''build'' them).
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  • ...may not be the most-damaging ship-type for the job, but they're certainly the fastest. ...range ships such as [[AI War:Spire Blade Spawner|Spire Blade Spawner]]s, [[AI War:Sniper|Sniper]]s, ''etc.'' (NB: To be tested - will they survive better
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  • ...by enemy forces or by scrapping. Destroys all resources and most ships on the planet on which it is set off. Does not affect mark V ships or starships. A ...unit is a [[AI War:Warheads|Warhead]]. Specifically, it increases [[AI War:AI Progress]] by 50/500/5000 (Mk. I/II/III) when destroyed.
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  • <big>'''Are The Capturable Enemy Ships Always Away From My Starting Position?'''</big> ...only the AI home worlds might be more than 2 hops away from your start and the goodies available obviously have to be closer.
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  • ...h no Mark level at all). Cannot fire upon ships immune to insta-kill.<br/>The [[Ion Cannon]] insta-kills fleet ships with a Mark level equal to or lower ...led and then wait for the traders to enter a system that you want to build the cannons in. Anything above MK III is purposely priced out of reasonable ra
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  • ...ct access to the core network of the AI, where they can greatly damage the AI's processing capabilities. ...details, move the mouse cursor over the AI progress display at the top of the screen.
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  • ...ilized form of an AI Home Command Station. Having disentangled itself from the now-defunct Warp Grid, this monstrosity may now put all of its starkly inco == How to counter when in the AI fleet ==
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  • ...built on a planet with a human Home Command Station.<br/>Only available if the [[Fallen Spire Campaign]] is enabled. ...and destroy the Spire at the Andromeda galaxy without the interference of the Spire Empire's fleet.
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  • ...re are the guidelines for editing and creating pages relating to AI War on the wiki. ...ategory at the top. To parse correctly, categories have double brackets at the front also. [[Wiki_Category_area|List of categories here]]
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  • ...t to get heavy edits unless I go off on some drunken tangent and curse out the pink elephants or something like that. :) ..., and don't turn on any AI Plots. All those options are there to spice up the game, and right now it's plenty spicy for a brand new player.
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  • ...eases with the charge the ship has accumulated, up to a maximum of 5 times the strength of Firefly's normal shot. ....<br/>The Firefly has the added bonus of exploding and doing AoE damage to the enemy when it dies. As this is a Neinzul Youngling it will be dying fast, a
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  • ...ted by a forcefield do less damage, but that there are exceptions. What's the deal? Only these shield-emitting units cause the damage reduction (i.e. are "firepower-reducing forcefields"):
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  • ...cted by a [[Force Field]], any damage directed at that unit is absorbed by the Force Field instead.<br/> ...rink so it is only necessary to knock the Force Field down enough to reach the unit you wish to destroy, you do not have to totally destroy a Force Field
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  • ...s displayed in bright green in the upper right corner of their ID card, on the economical line, after metal cost, energy cost and build time. ...[[AI War:Metal|Metal]] cost. Most fleet ships have a cap of 96 and most [[AI War:Starships|Starships]] have a cap of 2.
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  • <big>'''What Is The Risk Of Taking A Planet Next To High-Level AI Planets?'''</big> ...leased the defenders to attack my home planet. But I was worried that the AI would continually reinforce this planet so that I would never be strong eno
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  • ...y not often). •Following on with those massive changes, every last ship in the game has been rebalanced to a heavy degree, sometimes pretty much completel *[[AI War:Combat System|Combat System Overview]]
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  • == What do you need to do to win a game of AI War? == ...s one of the human players hasn't lost any of their home command stations, the alliance can still win.
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  • ...zul Youngling Weasels]] to aid it when attacking.<br/>This ship is part of the [[Neinzul Roaming Enclaves]] minor faction that can be enabled during game Note that the health of these Enclaves does vary.<br/>
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  • = What is the Fallen Spire minor faction? = Basically, a scripted campaign for AI War. But it's more interesting than that, so read on.
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  • ...AIWarCarrier.png|100px|left|Carrier]] || valign="top" | Contains hordes of AI units, when there are too many to conveniently travel independently. ...e carrier uses their power for its own guns and gains more shots per salvo the more ships it contains. A fully loaded carrier can do a lot of damage.
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  • ...bombs, but is expensive and has a very slow reload time.<br/>Part of the [[AI War Expansion 1: Zenith Remnant|Zenith Fleet]] ...from enterprising [[Bomber]]s and melee-ships while remaining in range of the main battle.
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  • ...the higher difficulties, you'll HAVE to. Here are three techniques out of the many possible strategies: ...The best distance from the wormhole is at about 50% of the total range of the turret, usually.
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  • ...ented by any ship in the game. You're a distant commander, looking down on the battles and issuing orders through a mobile camera that you zoom and pan.<b One of the most important commands in AI War is the Pause command.<br/>
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  • ...se as AI War and The Last Federation, light years and millennia apart from the events of either one. *[[Stars Beyond Reach: The Process Of Births]]
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  • ...between parenthesis just next to the [[AI War:AI Progress|AI Progress]] in the resource bar. ...ark|Mark]] of the ships used by that AI in its [[AI War:Wave|Waves]] and [[AI War:Reinforcement|Reinforcement]].
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  • ...] || valign="top" | For the Core variant of this structure that appears on AI Homeworlds, see [[Threatening Eye (Core)]].<br/> ...net in this galaxy. Those ships will then seek to attack the humans where the opportunity seems best.
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  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Threatening Eye]].<br/> ...net in this galaxy. Those ships will then seek to attack the humans where the opportunity seems best.<br/>
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  • ...e damaged vessels. They are unable to do further damage to the ship after the explosion, but can reclaim it once it is sufficiently weakened. [[AI War Expansion 2: Children of Neinzul|Youngling ships]] are all exceedingly
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  • ...o be in very close range to hit it at all (radar dampening does not affect the ability of enemy ships to hit other ships, just this one). ...caps numbers for a full fighting force are very low, SSBs will not trigger AI alerts (unlike [[Space Plane]]s).
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  • ...de in DLC2 since it’s Zenith-themed already. It adds a Dynamic Topology to the game. ...they get too far from a planet they used to have a wormhole to, we remove the old link.
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  • ...] || valign="top" | For the Core variant of this structure that appears on AI Homeworlds, see [[Sentry Eye (Core)]].<br/> ...pecifically, the AI Eyes make sure that your ships only ever outnumber the AI ships 2:1. Spawned ships are zombie bots, which are overly aggressive as w
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  • ...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.
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  • ...wn right, but also sacrifices itself to regenerate military fleet ships on the same planet when they take critical damage.<br/> Very different from other fleet ships in that the individual ship stats are identical in all ships across all marks, but high
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  • Proposed categories should be added to the appropriate section with a prefix of '''Proposed:''' For page organization, the number of categories should be kept to a minimum.
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  • ...e Humans.<br/>Each [[Spire Shipyard]] supports four of these frigates, and the [[Spire Outpost|Refugee Outpost]] supports an additional four. ...its "laser", it is fixed at a certain angle to the firing ship instead of the first target.
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  • ...time, and is frustrating because I can see the shot hit the ship, it makes the little green wave animation. ...is only shown when a shot hits a forcefield, but damage is still dealt to the forcefield.
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  • ...This also prevents you from getting supply on that planet for the rest of the game.'' ...upply also affect the AI.) As long as the Mining Golem is destroyed before the countdown finishes, there is no further effect.
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  • ...] || valign="top" | For the Core variant of this structure that appears on AI Homeworlds, see [[Raid Eye (Core)]].<br/> ...it dies automatically with the last such guard post. When fully charged, the Raid Eye will trigger an attack wave.
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  • ...] || valign="top" | For the Core variant of this structure that appears on AI Homeworlds, see [[Translocating Eye (Core)]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.
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  • ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post. ...0,000,000 dmg/sec || {{AlgLeft}} | Reclaims Enemy Ships, Warp Gate (Full - AI ONLY)
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  • ...pair them. Once repaired, they represent enormous power to use against the AI.'' This [[AI War:Minor Faction|Minor Faction]] adds approximately ten Broken [[AI War:Golems|Golems]] on a 40-80 planet map.
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  • Command Posts was a pre 4.0 name that has been replaced by the term Guard Posts ...many different types and current information on them can be found here: [[AI War:Guard Posts|Guard Posts]].
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  • ...eam of energy at it. Strikes the target and up to 8 other ships touched by the beam for full damage listed. ...fenders on an AI world by sending in more than twice the firepower (FP) of the defenders combined, resulting in them streaming in for a perfect beam blast
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  • ...p things clean let's use templates to reference the tables for ship data. (The tables should ''not'' be in-page, but passed by reference. ...). If you access the data in the data export, ship speeds will be 1/2 what the player will see in game.
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  • <big>'''How Do the Quick Buttons At The Bottom Of The Screen Work?'''</big> '''Q:''' I click those gray buttons at the bottom of the main screen, and nothing happens. What are they for?
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  • ...st expect to lose them all once they drop their cloak when they attack and the [[Fortress]] responds..... ...est weakness of the Infiltrator. With their weak individual statistics and the nature of [[Cloaking]] to ignore other defenses while going after high-valu
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  • ...in different directions.<br/>Does not actually aim, but the beams move as the post rotates. == How to counter when in the AI fleet ==
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  • ...eate a new directory, place your planet names in that directory, then tell the game about those names. ...\steamapps\common\AI War 2</code> or something like that, the procedure is the same).
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  • ...] || valign="top" | For the Core variant of this structure that appears on AI Homeworlds, see [[Plasma Eye (Core)]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.
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  • ...obile for a full reload cycle before it can fire. When it fires, however, the enemy will feel it. ...eld (or forcefields near that forcefield) with 6.25% of the damage done to the forcefield.
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  • ...er holding it.<br/>Increases [[AI Progress]] by 5 if destroyed while under AI control. {{AIWarTableGravDrill}} This structure has to be captured from the AI. <br/>
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  • ...s.png|100px|left|Modular Fortress Command Station]] || valign="top" | Most AI command stations are relatively fragile targets. <br/>THIS command station ...,500, Regen Time 120:00, Counters Dark Matter, Warp Gate (Reinforce Only - AI ONLY), Gathers Scout Intel
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  • ...cost beyond the health of the golem. The regeneration function stops when the golem drops to 10% health or lower. ...used by the AI (as part of the Golemite [[AI War:AI Type|AI Type]] or an [[AI War:Exogalactic Strikeforce|Exogalactic Strikeforce]]), it has 50% of its n
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  • ...at this ship will not chase other ships unless you have specifically given the order, even when in Free-Roaming-Defender mode. ...ame Setup ''Ships'' tab. When that option is disabled, neither humans nor AI can obtain this ship.
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  • <big>'''What's The Best Way To Use Parasites?'''</big> ...damage while your parasite/leach/nanoswarm units need only one hit to tag the enemy for reclamation.
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  • The AOE of the Grenade Launcher hits multiple targets within a small range:<br/> Because the Grenade Launcher increases the number of targets it hits as you increase its Mark level, it has a higher D
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  • ...argets. The drones are thus very effective at taking smaller ships out of the fight but can not affect [[Immunities|Tractor Immune]] ships. One of the very few units in the game that have the ability to move (most) enemy ships around.<br/>
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  • <big>'''How Do I Use The Priority Buttons In The Galaxy Map?'''</big> ...of these in the first in-game tutorial, but I've never really figured out the best way to set priorities. What should I set as P0, P1, P9, etc?
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  • ...once that happens it will explode and damage up to 40 nearby friendly (to the exploding ship) units. ...overloading-nanites, and generally can not exceed one-tenth the health of the exploding ship.
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  • <big>'''Where Are The Keyboard Controls For The Game Documented?'''</big> ...will also be a link to the controls text file in the Start Menu folder for the game.
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  • ...nd the galaxy, providing special ships (for a hefty fee) to both human and AI players alike.'' ...adds a single [[AI War:Zenith Trade Ship|Zenith Trade Ship]] somewhere in the galaxy. It is only available on maps with at least 30 planets. This indestr
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  • ...sion 3.107 of the game, there is a new "Border Aggression" feature for the AI. Here's how it works: ...er difficulties, it makes neutering way more important, and also gives the AI more latitude for interesting attack vectors.
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  • ...equal to or greater than its max health will be reclaimed when destroyed. The newly-reclaimed ship will have health = total reclamation damage it had tak ...still be 'destroyed' first. If you unlock these, consider also unlocking [[AI War:Leech Starship|Leech Starships]] as a complement.
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  • ...m the AI. When freed, each of these outposts will gratefully decrease the AI Progress by 3 every hour. ...net is captured, the outpost will change ownership and will be targeted by AI forces.
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  • ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post. ...gt}} | 12,800 dmg/sec || {{AlgLeft}} | Engine Damage 60, Warp Gate (Full - AI ONLY), Insta Kills <= Mark 5
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  • ...://www.arcengames.com/forums/index.php/board,24.0.html dedicated board] in the Arcen Games forums. ...resent.3F|AI Progress]], a measure of the strength of the AIs' response to the player(s).
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  • ...ve a maximum amount of damage they can do to a single target.<br/>Finally, the explosion of this warhead is so violent that no salvage is left for recover ...AI War:Warheads|Warhead]]. Specifically, it increases [[AI War:AI Progress|AI Progress]] by 2/4/6 (Mk. I/II/III) when destroyed.
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  • ...uard Post. This guard post must be destroyed before humans can damage the AI Command Station on this planet. This type of Guard Post is part of a [[AI War:AI Plot#Counter Posts|plot]] and won't appear if this plot isn't enabled at ga
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  • The entries in SpecialEntityType are an enum that can be referenced in various * AIKingCommandStation: only the AI Overlord Phase 1.
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  • ...] frigate, the [[AI War:Solar Wrath|Solar Wrath]] heavy frigate, and the [[AI War:Nova|Nova]] light cruiser. Extract from the Shadow campaign journal "Shattered Pillar Zenith Found":
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  • ...nger belongs to the AI.<br/>If the AI needs to store additional ships, and the planet already has a barracks, it builds carriers instead. == How to counter when in the AI fleet ==
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  • ...) for the player destroying it (at some AI Progress cost).<br/>Increases [[AI Progress]] by 1 when destroyed or scrapped. ...-mark world early. The one or two AIP in this case is minimal compared to the gain. In particular it can make early game starships viable inclusions to
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  • ...hen attacking in order to deal focused area damage to enemies.<br/>Part of the [[AI_War_Expansion_1:_Zenith_Remant|Zenith Remnant]]<br/> ...damage as listed.<br/>As the Autobomb destroys itself on its first attack, the Autobomb does not have a DPS value.
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  • ...ose. In order to clear blocks, you must right-click and drag paths through the arrows to set up chain reactions of like-colored blocks. ...ial blocks and items; and over fifty minutes of beautiful music to go with the painterly art.
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  • ...n|AI Home Command Station]]. There are always 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]]).
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  • ...lightning-fast energy bursts at long range. Depending on the mood of the [[AI War:Dyson Sphere|Dyson Sphere]] when these are created, they may attack eve ...al and Player-Ally Dyson Gatlings do not attack AI targets that could free AI ships (guard posts, command stations, etc).
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  • ...husiasm. If you do not help them take back their planet, they will die and AI Progress will go up massively. Save them, and their unique production facil ...War:Command Station#Warp Jammer Command Station|Warp Jammers]] to keep the AI from attacking that planet.
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  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Sentry Eye]].<br/> ...pecifically, the AI Eyes make sure that your ships only ever outnumber the AI ships 2:1. Spawned ships are zombie bots, which are overly aggressive as w
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  • ...vage|Salvage]] mechanism. The AI uses salvaged metal to build and launch [[AI War:Wave|Waves]] against Human planets. When players' units are destroyed on AI or neutral planets, the AI collects a portion of their metal cost as salvage. As with human salvage, t
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  • ...on heavy defenses. Best ship class for hitting force fields and the final AI command stations. ...r [[Missile Frigate]]s. You will often find yourself sending these against AI [[Fortress]]es since few other ships can survive its powerful defenses.
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  • ...~100 (so that a cap of Paralysers can freeze them all in one or two hits), the better their talents will be put to use. ...well as a cap of Paralyzr-IVs - their DPS is inconsequential and can take the hit.
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  • ...to one of the lower player-caps, these are not a large speed bump for the AI. However, they are still a speed bump and they can buy your other ships tim ...placements like Fortresses to test the above hypothesis ten report back to the forums/here.
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  • ...that they are relatively safe under enemy control for now, and if you win the war they will all be freed). ...e purpose of them, therefore, is to create challenging decision points for the players on planets which would otherwise just be rotely captured.
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  • ...frigates, so you'll want to have some high-level bombers before the end of the game). ...ying on a suitably low difficulty you can get away with this, but once the AI is harder you'll simply take too many losses for this to be viable (and fri
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  • ...utters have plenty). All of these points make the ships a good addition to the player fleet, as long as they are regularly replaced. ...ll also experience much waiting-angst nearby [[Gravity Guardian]]s. If the AI unlocks [[Spire Gravity Drainer]]s, your flying blades of doom will be redu
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  • ...at a further range than the mirror can shoot on its own.<br/>Part of the [[AI War Expansion 1: Zenith Remnant|Zenith Fleet]] ...ction does not prevent damage, but spawns an additional attack directed at the attacker.
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  • ...s in the fleet, and cloaked. Out-range even [[Missile Frigate]]s, although the Raptor's automatic retreat range will allow them to be hit so manual contro ...e attacks after they start firing - so ''where'' you place your Raptors in the heat of battle is important.
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  • ...ships immune to reclamation, but can not reprocess them.<br/>Part of the [[AI War Expansion 1: Zenith Remnant|Zenith Fleet]] A straight up combatant that has the bonus of harvesting resources from ships it kills.
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  • ...t. When a generator reaches critical mass, it (and any other generator in the galaxy that has already been triggered) spawns some unpleasant ships This unit is the presence of the [[Minor Faction|Dark Spire]], and is hostile to all that lives.
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  • ...ke a raider. I bring in a strike force from one of my planets, try to kill the enemy, and then send over more ships if I fail. With stronger enemy planets ...sue them if they retreat. Once the wormhole area is free of any enemies in the direct area, you may still be taking fire from long range missiles (usually
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  • ...'s page), the mining enclosure becomes the spirecraft when construction of the mining enclosure reaches 100%. See the specific spirecraft page for the economic costs specific to that spirecraft.
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  • ...hter that fires shots that cause enemy targets to be teleported far across the current planet when they are hit. ...putting the fabricator itself on a hotkey). If an alert comes in, send in the translocators to delay any signficant attacks while your main response flee
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  • ...ts if the local Orbital Command Station is destroyed. They 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
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  • ...|AI Progress]] by 20. However, when you destroy the last co-processor, the AI Progress instead takes a massive drop of 120 (105 on Diff 8+, 90 on Diff 9+ Co-Processors also interfere with [[AI War:Supply|Supply]] on their planet.
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  • ...l damage to any ship moving over them and self-damage in the process. Both AI and Human players can use them. Properly used, they can be great defensive ...heavy damage. The minefield is also damaged, and eventually destroyed, in the process.
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  • ...oduces a group of eight short-lived drone attack ships of the same mark as the Enclave. Note: The Enclave Starship does not have a Mark V version.
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  • ...ore formal than the gamespaces (The word used for the namespaces governing the games), but, like always, content comes before style! ===AI War===
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  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Translocating Eye]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.<br/>
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  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Raid Eye]].<br/> ...it dies automatically with the last such guard post. When fully charged, the Raid Eye will trigger an attack wave.<br/>
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  • ...signals from the Dyson Sphere.<br/>This structure will only spawn if the [[AI War:Hybrid Hives|Hybrid]] minor faction is enabled. == How to counter when in the AI fleet ==
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  • '''Q:''' I've used up all the knowledge I have. How do I get more? ...player a maximum of 3,000 knowledge. You can look at the Intel Summary in the Galaxy View to see how much knowledge you've received from each planet. If
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  • [[File:AI War - Polarizer_cap_DPS.jpg‎|thumb|right|500px|Polarizers inflict tremend ...s - most mark upgrades come with linearly higher armor as well, increasing the damage boost.
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  • ...ar: Spirecraft Mining Enclosure|Spirecraft Mining Enclosure]] built by a [[AI War:Spire Mining Ship|Spire Mining Ship]]. |}Note that the build time of Spirecraft is half of the repair time listed.<br/><br/>
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  • ...d by a [[Neinzul Enclave Starship]] of at least that level, this increases the effective knowledge "cost".'' ...ost to researching turret technologies. While it may be tempting to switch the drone production on and leave them on, a key to using drones efficiency is
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  • ...p the AI from tachyoning your scouts, just blow up the Tachyon Sentinel at the wormhole [[AI War:AI War]]
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  • '''Q:''' With AI players of difficulty 5 and up, Astro Trains keep coming through my planets ...on nearby planets. If you take some bombers and destroy the train station, the likelihood of Astro Trains coming through your adjacent planets is lessened
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  • ...ow are immune to mines, and have scout abilities (and thus also show up in the list of scouts). -The scouts quick-button at the bottom of the screen is now labeled "Scouts & Missiles."
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  • ...nexpensive, low-powered ship attracts all incoming missiles to itself from the nearby area. [[AI War Expansion 2: Children of Neinzul|Youngling ships]] are all exceedingly
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  • ...ee have a severely reduced efficiency). When you do this, they won't leave the constructor until you tell them to. They can also be assigned to assist shi ...ed ships that are moving, or which are in a long line across the map, then the engineer might migrate pretty far.
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  • ...being boosted will have thin yellow lines connecting the Armor Booster and the ship being boosted. ...tedly not that many). Note that the maximum reduction in damage is 80%, so the player cannot create invincible armies. Note that each booster can only sup
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  • ...s can be automatically set to FRD mode via the "FRD Engineers" checkbox in the CTRLS screen. ...ot a prerequisite of building the Experimental Engineer if you can capture the [[Experimental Fabricator]] to build them.<br/>
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  • Every ship in the game has an <b>Hull Type</b> that is what its structural hull is made from. Most military ships get an [[AI War:Attack Multipliers|attack multiplier]] against 3 or 4 Hull Types. Ships
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  • ...hredders of a specific level than the natural ship cap on a single planet, the build points required to replicate will increase exponentially. ...cap of Shredders without building more than a dozen or so at the start of the game.
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  • ...the enemy on the current planet.<br/>Players cannot give direct orders to the wasps. Wasps are spawned by the [[Hive Golem]]
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  • ...ign="top" | For the regular variant of this structure that appears on most AI worlds, see [[Plasma Eye]].<br/> ...o you'll need to do guerrilla-style raids until it dies automatically with the last such guard post.<br/>
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  • ...the best possible outcome of each encounter. With so many ships at once in AI War, is this even something I should attempt? ...mpossible -- but this isn't a requirement by any means, you can play using the Epic or Normal combat styles forever, if you want.
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  • ...years, which is one reason Minipods are more dangerous in the hands of the AI than in yours. ...ships such as [[Bomber]]s, at least until the Armor damage scratches away the protection, which doesn't take long during concentrated fire but is nearly
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  • ...e tactics include deliberately dragging stand-off artillery (epitomized by the [[Zenith Bombard]]) back to friendly craft, and delaying a portion of invad ...been destroyed, and a damage soaker is available to divert enemy fire from the etherjets.
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  • ...ered Pillar Zenith are a splinter faction of the Zenith race that survived the cataclysm that destroyed their civilization. These refugees seek to ensure ...es. Unlike other Zenith encountered, like the Golems and the Dyson Sphere, the Shattered Pillar are smaller, and have a predominant blue and purple color
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  • ...einforcements (in other words, without being able to seed docks all around the galaxy). Thus an important part of offensive strategies is picking planets ...such as the ability to build other ships thanks to the ambient radiation. The only reason to build a command station on a planet that has been nuked out
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  • ...enjoy the [http://www.arcengames.com/aiwar_videos.php tactics videos ] on the video tutorials page, which shows many tactics in action. The reason that FRD mode does poorly on offense is a simple one: it's entirely
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  • [[File:AI War - IRE cap DPS.jpg‎|thumb|right|500px|IRE damage maxes out when the target uses 8000 energy. For comparison, base and bonus cap DPS are shown The actual damage done is based of the energy usage of the target ship and is calculated as follows:<br/>
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  • ...ship, and to capture that ship anywhere. One can therefore claim with ease the [[Sniper]]s, [[Zenith Bombard]]s, and [[Sentinel Frigate]]s that are mostly ...e to send the Leeches only after the battle is half-over (and also utilise the hull bonuses), your economy will be better off.
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  • ...cout with mid-power short-range guns. Great against large defenses.<br/>[[AI War Expansion 2: Children of Neinzul|Youngling ships]] are all exceedingly ...ng out fires around the galaxy, or at least distracting enemy forces until the real cavalry comes.
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  • ...eligible targets) larger than 40. Against groups smaller than 40 some of the power is wasted. ...hips in range, the ships in range take 5 'shots' each and the remainder of the salvo does not hit anything.
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  • ...[[Missile Frigate]]s and saves attrition from Missile-based guardposts on AI planets. ...when compared to [[Vorticular Cutlass]]es. Think of these as assassins to the Cutlass barbarians. Also, keep them away from gravity-effects.
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  • {{AI War 2 Ship:Instigator Base}} ...s spawn close to your homeworld and on low level planets initially, but as the AIP becomes higher, they will spawn farther away and on higher mark planets
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  • ...this Capitol will provoke a tremendous response from the AI. <br/> Part of the Fallen Spire campaign. ...rdoch Quadrant: the [[AI War:Spire Battleship|Spire Battleship]] and the [[AI War:Spire Dreadnought|Spire Dreadnought]]. If it's destroyed, you've alread
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  • ...annon and destroy it, or you can use it to slip scouts or other ships past the planet, avoiding it. ...mes worth it. <strike>Do note that Mark III and higher Ion Cannons have an AI Wave Multiplier that can be quite nasty.</strike>
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  • {{Delete|These mechanics no longer exist in the game}} '''NOTE: Manufactories no longer exist in the current version of AI War, as Crystals were removed.'''
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  • ...protect your other insta-kill immune ships (usually large starships) from the local bomber squadrons while raiding. The price tag is comparatively higher - you pay for what you get. At the 5.02x state of balance, it's a bargain compared to [[Fighter|fighters]].
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  • ...px|left|Flagship]] || valign="top" | [[Armor and Munitions Boosts|Boosts]] the strength of nearby ships, and is a respectable combatant in its own right. ...et ship radius (contained in the export). As this value is constant across the mark-levels of ship-types, it is sometimes better to split mark-Is away fro
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  • <big>'''Why Do Some Ships (Such As The Fortress and Raid Starship) Have Several Range Circles?'''</big> ...ller) range without a border is the counter-shooter range. In the case of the fortress, it is able to simultaneously shoot at nearby enemy ships, and it
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  • Nebulae are scattered around the map, the number determined by map size, if any players are Normal+Champion or Extra The second nebula completed gives you the destroyer hull size.
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  • .... The mark of a ship is a general sign of its power. While an individual [[AI War:Starships|Starship]] is often more powerful than a single fleet ship, s ...end their [[AI War:AI Homeworld|Homeworlds]]. Only by capturing specific [[AI War:Core Fabricator|Core Fabricators]] can Humans access specific MkV units
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  • <big>'''How Do I Defend Against The AI Destroying All My Resources?'''</big> ...defend ALL of my resources on every planet. I seem to be stuck chasing the AI ships around, which is really hard when they send something like Raiders if
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  • ...a [[AI War:Force Field|Force Field]] on your behalf. Will still lose to [[AI War:Bulletproof Fighter|Bulletproof Fighters]], of course. ...hing on the other side fired on their best targets. Using these to absorb the alpha strikes can make or break an engagement against camped wormholes or o
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  • ...|Metal]] or [[AI War:Knowledge|Knowledge]], Supply is an important part of the economical game. It's important to note that both AI and Human players use this mechanism.
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  • ...y are both enabled at Hard difficulty. The Botnet Golem's weapon is called the Insanity Inducer, a smaller version of which can be used by Shadow Vessels/ ...t Golems constructed by the [[AI War:AI Types|Golemite AI Type]] have half the normal health.
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  • ...the AI's [[AI Attack Methods|Standard Waves]] will spawn.<br/>Increases [[AI Progress]] by 5 when destroyed.<br/><br/> ...p]] during the game, however these additional Warp Gates will not increase the AIP when destroyed.
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  • ...g them into range of your own units/defenses (this behaviour can be set in the Controls). However, despite their health these platforms will not survive w Overall, probably a better unlock for the AI than it is for the player.
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  • ...r/>Increases [[AI Progress]] by 6/12 (Mk. I/II) when destroyed while under AI control. The mark 2 radar jammer is one of the most useful [[AI_War:Minor_Factions#Zenith_Traders|Trader]] offerings. When
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  • #redirect [[AI War:Spider Bot]] ...the engines of enemy ships.<br/>The Anti-Starship Arachnid was remade into the Spider Mk. V in patch 5.027.
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  • ...fast targets from escaping.<br/>Part of the [[AI War:Expansion 3 Light of the Spire|Spire Fleet]] ...However, a player might prefer to delegate these roles to other assets of the fleet and unlock something else more useful.
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  • ...d Neinzul version of a tank, with huge amounts of armor and firepower, but the lowest lifespan of any Neinzul ship. [[AI War Expansion 2: Children of Neinzul|Youngling ships]] are all exceedingly
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  • Built from the PROT tab of the starship constructor. ...of protection at the moment of launch. As a result, they should be amongst the first units through a wormhole so that they may mitigate as much damage as
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  • ..." | The Vengeance-class heavy frigate is an advanced attack vessel used by the Dark Spire. == How to counter when in the AI fleet ==
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  • * The Standard Transport unlocked at game start ...to make and operate, but which heals all units loaded into it including [[AI War:Children_of_Neinzul|Neinzul Younglings]].
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  • {{AI War 2 Ship:Rorqual Hegira}} * Ark (FLEETNAME) (Upgrades the Ark itself)
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  • AI planets can be alerted. An AI planet is alerted when it is adjacent to a neutral or Human planet, when it
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  • ...if the [[AI War:AI Plot#Hunter|Hunter Plot]] is enabled, and is built by [[AI War:Hunter/Killer Factory Guard Post|Hunter/Killer Factory Guard Post]]. == How to counter when in the AI fleet ==
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  • ...used by the AI (as part of the Golemite [[AI War:AI Type|AI Type]] or an [[AI War:Exogalactic Strikeforce|Exogalactic Strikeforce]]), it has 50% of its n The first one is usually worth the 15 AIP. Not so for subsequent ones.
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  • ...s' 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,
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  • ...Network node, and 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 ==
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  • ...till live in deep space around AI planets; when they see you attacking the AI, sometimes they will reveal themselves and join you. '' ...Rebelling Human Colony]].) Note that these ships enter from the outside of the system and do not initially appear from wormholes.
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  • ...e ship that increases the speed of all friendly non-minor-faction ships in the current system by a small amount.<br/> ...to keep the boosters at the back of your fleet, so that they will shepherd the last offensive ship out of each wormhole.
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  • ...arPlasmaGuardian.png|100px|left|Plasma Guardian]] || valign="top" | So the AI took a gun. Then it put an engine on that gun. You are looking at that gu ...ld, stuff under that forcefield also gets hurt.<br/>Note that this ship is AI only.
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  • ..." | Expensive bomber that delivers a tremendous payload.<br/>Part of the [[AI War Expansion 1: Zenith Remnant|Zenith Fleet]] ...se will focus them down, limiting the utility of these Bombers on offense. The danger of concentrating so much fire-power into one ship is obviously over-
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  • ...nable to hit smaller ships.<br/>Part of the [[AI War Expansion 3: Light of the Spire|Spire Fleet]] ...clave Starship]]s to provide a mobile bomb factory against large ships, in the same way as [[Zenith Auto Bomb]]s and [[Neinzul Youngling Nanoswarm]]s prov
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  • ...vailable when the ARS is captured (from the ARS tab of any science ship on the planet) instead of getting a random ship type.<br/> The AI will notice the [[AI War:Hacking|Hacking]] in progress and respond against your units both on th
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  • ...fire at targets at short range while it chews on the swallowed ships.<br/> The Maw can swallow a ship every 5/4/3/2/1 seconds at Mark I/II/III/IV/V. ...l. Mark I/II/III/IV/V Maws can swallow one ship every 5/4/3/2/1 seconds. The number of swallows per minute for a full cap of Mark I/II/III/IV/V Maws is
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  • ...p" | Fast mobile ship with moderate attack and the ability to reveal any [[AI War:Cloaking|cloaked]] enemy ships in a wide arc. ...ote that this ship is built from the SUP tab of the system build menu, not the [[Starship Constructor]].
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  • ...ommando]]s that can number in the hundreds.<br/>This ship is part of the [[AI War:Neinzul Preservation Wardens|Neinzul Preservation Wardens]] minor facti == How to counter when in the AI fleet ==
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  • ...from leaving the system, and greatly slows enemy ships that stray too near the reactor itself.<br/> ...efit from Core Shield Generator protection. So it may be taken out before the CSG network is down, if you dare.
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  • ...ly rely on shields). <br/>Its shots completely ignore forcefields (though the devastator itself does not ignore forcefields). Cannot target small ships. ...m the Starship Constructor (or from the Advanced Starship Constructor, for the MkIV).
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  • The old "Missions" List has been replaced by the [[AI War:STATS_Button_Overview#Objectives_Tab|"STATS" button/"Objectives" Tab.]] ..." List divulged the types and numbers of all capturables from the start of the game, a tremendous amount of unearned (unscouted) intelligence.
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  • ...structured then other pages. For now, just add each question to the end of the page. ...ing on the Mark of the fortress and what other AI ships are around to help the fortress out you may have to send multiple waves of bombers after it.
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  • Note: It seems easier to use ''div''s to divide up the entire page into semi-tileable chunks. I think this results in more readabl Remaining questions: where do things like minor faction and AI plots go?
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  • ...ot.png|left|Spider Bot]] || valign="top" | Extremely effective at damaging the engines of enemy ships. Note: Spider Mk V used to be called the Anti-Starship Arachnid (patch 5.027)
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  • <big>'''What are suggestions for a good first AI opponent?'''</big> '''Q:''' What would you call a good "default AI" setting to fight against?
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  • ...emy ships guarding that planet compared to when I made my raid. How is the AI getting those reinforcements in there? ...er the Warp Gate is gone. Basically, any AI ships or structures that have the Warp Gate (Full) or Warp Gate (Reinforce) abilities.
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  • ...ps on the current planet; they cannot be directly controlled, cannot leave the current planet, and lose health slowly over 3 minutes. The Golemite [[AI War:AI Type|AI Type]] doesn't use that kind of golem.
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  • ...ign="top" | This golem is sent from deep space for one purpose: to consume the planet it is heading toward. ...t, however, so it won't cause an AI Progress increase if it goes off on an AI Planet.
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  • ...lem]] || valign="top" | This incredibly tough golem can blast through even the strongest armor with wave after wave of intense plasma-flame. ...used by the AI (as part of the Golemite [[AI War:AI Type|AI Type]] or an [[AI War:Exogalactic Strikeforce|Exogalactic Strikeforce]]), it has 50% of its n
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  • ...used by the AI (as part of the Golemite [[AI War:AI Type|AI Type]] or an [[AI War:Exogalactic Strikeforce|Exogalactic Strikeforce]]), it has 50% of its n Keep these moving, to spread out the engine damage, and get out of range of the hapless ships you've already slowed.
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  • ...hanging. Into what, we do not know.<br/>This structure will only spawn if the [[Neinzul Hybrid|Hybrid]] minor faction is enabled. == How to counter when in the AI fleet ==
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  • ...stating short-range lasers.<br/>Part of the [[AI War Expansion 3: Light of the Spire|Spire Fleet]] ...Turret]]s with a strong attack and large area of effect. As most ships in AI War are not immune to gravity effects, adding these to your fleet will make
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  • ...lly the maximum total possible that this device can deliver (regardless of the number of targets in range). ...AI War:Warheads|Warhead]]. Specifically, it increases [[AI War:AI Progress|AI Progress]] by 1/2/3 (Mk. I/II/III) when destroyed.
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  • ...eld does not shrink as it takes damage.<br/>The AI version is armed as per the table below and its force field shrinks as it takes damage.<br/><br/>Spirec |}Note that the build time of Spirecraft is half of the repair time listed.<br/><br/>
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  • ...pe that is available to you just because it isn't your favorite. So having the occasional slightly-weaker ship type can create interesting new gameplay sc ...ships (but your longer-range ships, like missile frigates, can still pound the enemies into paste--unless they're sitting under a Force Field, engine dama
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  • ..., as well as to their hull. With each engine-damaging shot that hits them, the target ships move slower and slower until ultimately they cannot move at al ...x them. Engineers and the MRS automatically repair ship engines in exactly the same way that they repair ship hulls (in fact, they repair both simultaneou
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  • ...on how much armor the target has), but cannot be directly repaired. Thus the armor rotters can create a window of opportunity for other ships to strike ...hips such as [[Bomber]]s. Admittedly, armor mechanics will be reviewed for the next large release - therefore watch this space for future developments.
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  • ...ves exact numbers but in-game the ships being boosted will be connected to the Munitions Booster by thin yellow lines. ...ticular well-suited to boosting heavy-hitting ships, as each is limited in the number of allies that it can boost. Therefore, more boosters will support a
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  • ...will not be negated, even if the attack crosses or is launched from within the Counter Turret's protection radius. ...(all marks) also provides counter-sniper coverage. You start the game with the [[Scout Starship]] Mk I available to build.
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  • ...is present in the system when a friendly [[Command Station]] is destroyed, the [[Colony Ship]] is destroyed also. == How to counter when in the AI fleet ==
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  • ...efense, where they'll eliminate any polycrystal with ease - coincidentally the [[Bomber]]s and [[Bomber Starship]]s that lay waste to your force fields. ...ind of ideal reclamation is possible with Micro-Parasites, since currently the only reclaimable are [[Bomber]]s and [[Space Tank]] with Polycrystal Hulls,
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  • ...s per the "Ammo Type" field, not the "Attack Damage" value when looking at the ship stats card in game. == How to counter when in the AI fleet ==
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  • '''List of templates ready to go for the AI War section of the Wiki.''' {AIWarShips}} Navigation Table that should go at the bottom of all ship and structure description pages. (Not yet built, ETA Feb
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  • ...[[Advanced Factory]]. Players 2 & 3 would each get a Foldout created when the [[Advanced Factory]] is captured. If Player 1's [[Advanced Factory]] is eve
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  • ...increase as you get closer to the AI Homeworlds.<br/>There is a filter on the [[Galaxy Map]] for detected asteroids to find them easier.<br/> |[[File:AIWarSpirecraftImplosion.png|50px|left|]] || [[AI War:Spirecraft Implosion Artillery|Spirecraft Implosion Artillery]] || I |
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  • ...le Devourer Golem makes its way slowly around the galaxy, absorbing all of the non-core mobile military ships (including scouts) on planets it visits in o ...tion]] adds a single [[AI War:Devourer Golem|Devourer Golem]] somewhere in the galaxy. It is only available on maps with at least 30 planets. This indestr
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  • ...oaking|uncloak]] [[AI War:Scout Drone|scouts]]. When these are killed the AI won't build replacements, so you can use starships or your fleet to carve s == How to counter when in the AI fleet ==
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  • ...Scout]] || valign="top" | Unarmed, [[AI War:Cloaking|cloaked]] ship with [[AI War:Intel|Intel]] gathering ability. The Mark IV version is immune to Tachyon Beams.
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  • ...than the current wave level for the controlling AI player.<br/>Increases [[AI Progress]] by 5 when destroyed. ...}} | Inf || {{AlgRgt}} | 12,500 dmg/sec || {{AlgLeft}} | Warp Gate (Full - AI ONLY)
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  • ...is attacked and destroyed, there is (thankfully) no chance of it alerting the special forces ships. Increases [[AI War:AI Progress|AI Progress]] by 5 when destroyed.
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  • ...and sentinel over wormholes that the AI controls. They are destroyed when the command station is destroyed -- attacking them head-on is usually a waste o ...wormhole depends on AI difficulty and type. The Bouncer [[AI War:AI Types|AI Type]] replaces all wormhole guard posts with regular guard posts.
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  • {{AI War 2 Ship:Extragalactic War Flenser}} ...tely and utterly destroy you and anything else that moves in the region of the galaxy you're in. This ship can destroy almost anything that gets near it.
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  • This unit is a [[AI War:Fortresses|Fortress]] and shares some perks with the other types. The AI and Human versions have several differences.
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  • ...ssiveGuardPost.png|100px|left|Stealth Guard Post]] || valign="top" | Basic AI guard post with no guns, but has a cloaking device that cloaks other ships == How to counter when in the AI fleet ==
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  • ...n and AI settlements to destroy what they can so that they can escape with the resulting scrap. The buzz bomb launcher fires high-impact grenades that explode on contact with
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  • ...it alerting the guards.<br/>This is an AI only structure.<br/>Increases [[AI Progress]] by 5 when destroyed or scrapped. == How to counter when in the AI fleet ==
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  • ...e against very small ships.<br/>Part of the [[AI War Expansion 3: Light of the Spire|Spire Fleet]] A very powerful brawler ship, these will shred smaller AI fleet ships.
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  • ...ppearance of junk, and is unassailable, when not moving.<br/>Part of the [[AI War Expansion 1: Zenith Remnant|Zenith Fleet]] ...utility of such a function is limited to allowing Chameleons to fire upon the enemy first in defense. Furthermore, as they do not re-cloak after firing (
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  • ...le of mounting a variety of weapon modules. Those modules are produced by the ship itself.<br/> ...e most powerful ships in the entire game. Immensely strong and sturdy, the AI will not stand a chance against you with it. Still, immensely strong does n
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  • ...th targets, crashing into them for extreme damage and destroying itself in the process. Unable to hit smaller ships.<br/>Spirecraft are built from a [[Sp |}Note that the build time of Spirecraft is half of the repair time listed.<br/><br/>
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  • ...nt planet (or the planet itself) will also anger the nest.<br/>Increases [[AI Progress]] by 10 when destroyed. == How to counter when in the AI fleet ==
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  • ...sniper-style shots. Also includes an onboard advanced warp sensor and a [[AI War:Tachyon|Tachyon]] coverage. ...surely bullet travel-time (whereas [[Sniper]]s are instant-fire) may annoy the more impetuous players, however.
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  • ...i force field to protect allied ships.<br/>Its force field does not reduce the attack power of protected ships. ...l, and can only cover a fraction of the entire fleet. In order to maximise the utility of overlapping force fields, use group-move with a small set of shi
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  • ...and remember that they can additionally be used to bring down an annoying AI [[Force Field]]. == How to counter when in the AI fleet ==
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  • ...will not be negated, even if the attack crosses or is launched from within the Counter Turret's protection radius. ...an AI with several unlocks that use Missile ammo, this is very much worth the knowledge.<br/>
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  • ...alizes in disabling and destroying large numbers of weaker disturbances to the peace.<br/> The AI can only use these as part of its [[AI War:Special Forces|Special Forces]].
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  • ...en enemy ships have very high remaining health.<br/>Note that this ship is AI only. ...s per the "Ammo Type" field, not the "Attack Damage" value when looking at the ship stats card in game.
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  • == How to counter when in the AI fleet == ...safe or minimize losses, you can use a full cap of Mk 1 bombers instead of the suggestions below
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  • ...it impossible for ships to hit it if they are beyond a certain range from the plane. ...l inflict much general pain - on [[Fighter]]s, [[Bomber]]s, and on some of the things that Bombers excel at. Because their attack range exceeds their rada
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  • ...le of mounting a variety of weapon modules. Those modules are produced by the ship itself.<br/> The Destroyer has 2 Small, 2 Medium and 1 Large(Forcefield) module slot.
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  • Can only be built from the [[AI_War:Minor_Factions#Zenith_Traders|Zenith Traders]]. Generally worth bu ...ets their shots are not instant and the extra travel time may not be worth the safety.
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  • ...n ship that increases the speed of all friendly non-minor-faction ships in the current system by a large amount. ...boost is essential to transporting Golems and other slow ship-types around the galaxy in a speedy-manner. These have no effect in systems with a [[Gravity
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  • Exploits the special properties of the metal normally used in construction to produce a large amount of energy. These really are very expensive to run, so make sure you've built all the [[Energy Collector|Energy Collectors]] you can before building one of these
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  • {{Delete|These mechanics no longer exist in the game}} '''A:''' The efficiency of energy reactors goes down as you build more of the same type on a single planet. There are three types of energy reactors: Ma
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  • ...mal force fields can't ignore an exo-shield, as it becomes an extension of the protected ship itself. ...the [[AI War:Energy|Energy]] cost does indirectly consume resources due to the amount of Energy generation required.
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  • {{AI War 2 Ship:Thanatos}} * Ark (FLEETNAME) (Upgrades the Ark itself)
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  • {{AI War 2 Ship:Botnet Golem}} ...target has mass of at least 2 tX, then the above weapon deals 0x damage to the target.
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  • As part of the new emphasis on faster starts and keeping the game moving your starting economy is much stronger. *The starting human outpost now contains:
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  • ...ific to a player based on that player's handicap. These can be anywhere in the range of -300% to 300% for each side. * If the handicap is 100% (default), the multiplier is 1.
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  • [[Basic Tutorial 1|Basic Tutorial 1: Exploring the Galaxy]]<br/> ...nstrations|Demonstration Games: Saved Games showing strategies uploaded by the community]]<br/>
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  • <noinclude><big>The purpose of this page is to rework the main page of the AI WAR wiki</big></noinclude> AI options
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  • AI planets have a '''Mark''' level, similar to the [[AI War:Mark|Mark]] of units. ...MkII are not displayed. MkIII to MkV are displayed with the same colors as the unit's mark: white with dark red outline for MkIII, with a bright red outli
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  • To maintain their raiding ability into the late game, the Raid Starship gains additional abilities as its Mark level increases:<br/>M Note that the AI Raid Starship only has half the health of the Human Raid Starship shown below.
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  • ...offers the system build menu in systems that you do not have a completed [[AI War:Orbital Command Station|Command Station]] in.<br/>Allied command statio ...Station|Command Station]] does count.<br/>Lastly, you can not construct [[AI War:Metal Harvester|Harvesters]] with unit.
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  • ...r fleet, but it's weak against enemy ships that aren't wounded.<br/><br/>[[AI War Expansion 2: Children of Neinzul|Youngling ships]] are all exceedingly ...e and bonus cap DPS are shown for [[AI War:Fighter|Fighters]] (blue) and [[AI War:Bomber|Bombers]] (purple).]]
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  • ...A strange hybrid of a mobile Neinzul hive and AI-built machinery.<br/>See the [[Hybrid Hives]] page for how these units behave.<br/>This unit equips modu ...ng the necessary tools and materials to construct facilities for servicing AI Hybrid Hive starships.
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  • ...rofighter]] || valign="top" | Tiny fighters best in swarms. Reveals any [[AI War:Cloaking|cloaked]] enemy ships they come near. ...r]]s are good against [[Bomber]]s (the classical high-threat fleet-ship in AI war), it would be pleasant to eliminate them that much faster.
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  • ...spawned by a [[AI War:Raid Engine|Raid Engine]] and can be countered with the same strategies. == How to counter when in the AI fleet ==
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  • [[AI Progress]] goes up if this is destroyed.<br/>Produces 600,000 [[Energy]]. ...o, then make sure you've already started it before you capture any off the AI.
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  • ...ely across the AI landscape; there tends to be one or more of these on the AI homeworlds and nearby planets, amongst other various locations. ..., guardians, and other large targets. They're too expensive to build from the Zenith Trader, and not worth enough to scrap.
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