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  • <!--Top Nav Box--> ...r the following branches which include selecting a: [[Scenario system]], [[AI Storytellers]], [[World generation]], [[Ideoligion|Ideoligion creation]]{{I
    328 bytes (38 words) - 13:18, 24 April 2022
  • | {{AI Storytellers Nav}} {{Infobox main|ai
    2 KB (238 words) - 01:54, 21 December 2023
  • {{Version Nav}} ...ame-breaking bugs were reported. Some are crashes; others critically break AI behavior. So I fixed them.
    1 KB (174 words) - 02:55, 7 November 2023
  • | {{AI Storytellers Nav}} {{Infobox main|ai
    3 KB (406 words) - 18:48, 27 December 2023
  • |ai = {{{{TNTN|nav}}|furniture|wide}}</pre>
    683 bytes (87 words) - 00:55, 28 January 2023
  • {{Infobox main|ai | type = AI Storytellers
    3 KB (410 words) - 18:46, 27 December 2023
  • {{Version Nav}} ...on Steam and DRM-free channels. This one is just a tiny change from 14b: [[AI Storytellers|Phoebe]]’s random incidents density is reduced somewhat (it
    834 bytes (152 words) - 02:55, 7 November 2023
  • {{Version Nav}} When we made the targeting AI smarter in Alpha 17, we also made it harder on the CPU. Players in late gam
    843 bytes (141 words) - 02:55, 7 November 2023
  • {{Version Nav}} * Reorganized enemy attack AI to acquire turret targets even without line of sight.
    821 bytes (128 words) - 02:51, 7 November 2023
  • ...a low-grade subpersona specialized in teaching technology. When used, the AI will teach you the technology you're currently researching, instantly and f {{nav/questitems}}
    2 KB (301 words) - 09:39, 15 January 2024
  • {{Version Nav|date=2013-11-07}} * Rebalanced [[AI Storytellers|Cassandra]]’s raiders to not send advanced enemies too early
    972 bytes (146 words) - 14:45, 2 November 2022
  • | image = AI persona core.png | label = AI persona core
    5 KB (694 words) - 15:10, 7 January 2024
  • ...wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Its internal workings are ...wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Its internal workings are
    5 KB (686 words) - 02:18, 14 September 2023
  • {{Version Nav}} * Fix: AI sanguophages can use longjump without any remaining hemogen.
    1 KB (192 words) - 12:51, 20 November 2022
  • ...-trapped path for colonists may be protected with doors, so that the enemy AI consider them a waste of effort. {{nav|security|wide}}
    2 KB (260 words) - 13:12, 9 April 2024
  • {{Version Nav}} * First raid comes a bit earlier on [[AI Storytellers|Cassandra and Phoebe]].
    2 KB (277 words) - 02:54, 7 November 2023
  • ...ness]] where the meal is prepared. Additionally, [[AI_Storytellers#Options|AI storyteller options]] including Difficulty have a direct scalar effect on t {{nav|stats|wide}}
    3 KB (331 words) - 11:20, 11 August 2022
  • {{Version Nav}} * Smarter [[AI Storytellers|AI storytellers]] that focus on wealth and let you recover from serious damage
    5 KB (873 words) - 02:52, 7 November 2023
  • ...ective for flanking and distracting enemies. However, the turret's limited AI can't be directly controlled, so it can cause friendly fire incidents. The {{nav|utility|wide}}
    2 KB (252 words) - 13:36, 7 May 2024
  • {{Version Nav|date=2014-02-26}} * Stockpiling AI: when on hauling runs, colonists now pick up extra resources from nearby pi
    9 KB (1,374 words) - 15:53, 3 December 2022
  • This stat still applies if the [[AI Storytellers#Classic mortars|Classic Mortars]] storyteller setting is turne '''Note:''' The resulting radius in the table below assumes that the [[AI Storytellers#Classic mortars|Classic Mortars]] storyteller setting has ''no
    15 KB (1,549 words) - 14:17, 20 March 2023
  • ...ion=1|reason=Size of the explosion, coating, deployment while on fire, NPC/AI use, and generally bring up to the standard of other utility items, }} {{Stub|section=1|reason=AI used needs expansion once Summary is complete}}
    5 KB (680 words) - 13:10, 21 April 2024
  • {{Version Nav}} * Smoothed out and softened how AI Storytellers handle colony population.
    2 KB (338 words) - 02:51, 7 November 2023
  • ...t Harvest Yield]]). Increasing difficulty decreases yield of all plants ([[AI Storytellers#Harvest yield|Harvest yield]]). {{nav|plant|wide}}
    3 KB (402 words) - 22:29, 12 January 2024
  • ...ctivate. As long as the pawn is not downed by [[pain shock]], the forced [[AI Storytellers#Enemy death on downed|death on down]] chance will not apply. [ {{nav|body parts|wide}}
    3 KB (413 words) - 18:45, 7 February 2024
  • ...] skill of {{P|Skill 1 Level}}. The steel cost is increased to 35 if the [[AI Storytellers#Classic mortars|Classic Mortars]] difficulty option is enabled {{Nav|security|wide}}
    3 KB (402 words) - 14:33, 2 May 2024
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    5 KB (708 words) - 17:51, 22 April 2024
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    12 KB (1,623 words) - 03:01, 5 May 2024
  • {{Version Nav}} * Fix: AI trying to use tox gas on immune targets.
    3 KB (451 words) - 05:23, 20 January 2023
  • ...teel||15}} [[steel]] and {{Icon Small|Chemfuel||15}} [[chemfuel]] if the [[AI Storytellers#Classic mortars|Classic Mortars]] difficulty option is enabled {{Nav|security|wide}}
    3 KB (455 words) - 14:33, 2 May 2024
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    6 KB (894 words) - 00:45, 22 March 2024
  • {{Version Nav}} ...ems. Zones don’t cost anything because they’re not physical – they’re just AI directives.
    13 KB (2,099 words) - 15:47, 3 December 2022
  • * '''[[AI Storytellers#Economy|Difficulty]]:''' {{Nav|stats|wide}}
    4 KB (482 words) - 12:33, 12 March 2024
  • {{Version Nav}} ...d blocking, surrounding, or back-line shooters. We had to write a bunch of AI and blocking code to make this function.
    10 KB (1,646 words) - 02:54, 7 November 2023
  • {{Version Nav}} It’s here! This update includes clever new AI strategies including sappers who blast and dig around your defences and rai
    9 KB (1,426 words) - 02:53, 7 November 2023
  • ...erful haulers despite their slow speed, which is made up for with a better AI and no need to eat. While trained animals are "reminded" to haul at random {{nav|animal}}
    4 KB (539 words) - 12:18, 3 January 2023
  • ...] skill of {{P|Skill 1 Level}}. The steel cost is increased to 35 if the [[AI Storytellers#Classic mortars|Classic Mortars]] difficulty option is enabled {{Nav|security|wide}}
    4 KB (539 words) - 14:32, 2 May 2024
  • {{Version Nav}} ...world, new world quests, new tools for modders, new combat tools, smarter AI, and rebalancings and adjustments across the whole design.
    12 KB (1,866 words) - 02:55, 7 November 2023
  • ...] skill of {{P|Skill 1 Level}}. The steel cost is increased to 25 if the [[AI Storytellers#Classic mortars|Classic Mortars]] difficulty option is enabled {{Nav|security|wide}}
    4 KB (620 words) - 14:32, 2 May 2024
  • ...] skill of {{P|Skill 1 Level}}. The steel cost is increased to 25 if the [[AI Storytellers#Classic mortars|Classic Mortars]] difficulty option is enabled {{Nav|security|wide}}
    4 KB (605 words) - 14:32, 2 May 2024
  • If the [[AI storytellers#Classic Mortars|Classic Mortars]] storyteller setting is turne {{nav|security|wide}}
    4 KB (644 words) - 06:07, 28 March 2023
  • ...] skill of {{P|Skill 1 Level}}. The steel cost is increased to 20 if the [[AI Storytellers#Classic mortars|Classic Mortars]] difficulty option is enabled {{Nav|security|wide}}
    5 KB (686 words) - 14:33, 2 May 2024
  • {{Version Nav}} ...derpy. This was a consequence of the game increasing in complexity but the AI not becoming smarter fast enough to handle the new situations it was trying
    14 KB (2,354 words) - 02:51, 7 November 2023
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    11 KB (1,674 words) - 01:54, 31 December 2023
  • ...ill or execution bonuses. Psychic shock bypasses the chance of automatic [[AI Storytellers#Enemy death on downed|death on down]] through regular combat. {{nav|utility|wide}}
    5 KB (813 words) - 18:53, 8 May 2024
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    28 KB (3,885 words) - 11:51, 31 December 2023
  • {{Version Nav}} ...and harvesting jobs are now given in batches (more efficient and sensible AI).
    10 KB (1,596 words) - 02:55, 7 November 2023
  • ...so that its icon/map-icon is more congruent with its appearance on a pawn. AI will now only deploy an NPC's Broadshield pack if the offending attacker is {{Nav|utility|wide}}
    7 KB (989 words) - 13:13, 4 April 2024
  • {{Version Nav}} * Cleaned up and robustified the AI with regards to finding a space to stand next to medical beds. Abolished th
    10 KB (1,708 words) - 02:53, 7 November 2023
  • * [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Fix: Some hemo {{nav|status levels|wide}}
    8 KB (1,132 words) - 11:50, 31 December 2023
  • {{Version Nav}} Many thanks to Nick Barrash for work on extremely fiddly meal-related AI and visualization, Matt Ritchie for helping investigate breacher issues, an
    9 KB (1,452 words) - 04:18, 7 November 2023
  • ...also depends on your trader's [[Trade Price Improvement]] (TPI) and the [[AI Storytellers#Trade price disadvantage|Trade price disadvantage]] setting (i {{nav|body parts|wide}}
    7 KB (1,091 words) - 11:25, 8 January 2024
  • ...e butcher's [[Butchery Efficiency]] (dependent on Cooking skill) and the [[AI storytellers#Butchering yield|butchering penalty]] from [[difficulty]]. {{nav|animal}}
    9 KB (1,125 words) - 22:53, 18 December 2023
  • * [[Version/1.2.2753|1.2.2753]] - AI will now only deploy an NPC's Smokepop pack if the offending attacker is ho {{nav|utility|wide}}
    8 KB (1,150 words) - 22:58, 16 January 2024
  • ...ood idea to manually aim EMP grenades instead of relying on the colonists' AI to do that. They will not lead a moving target and will not attack targets {{Nav|weapon|wide}}
    8 KB (1,111 words) - 22:39, 16 January 2024
  • ...y equip a colonist with a shield and run them in front of your line. Enemy AI tends to target the closest victim possible, so they'll target your shield {{Nav|utility|wide}}
    9 KB (1,326 words) - 12:50, 25 January 2024
  • ...pletely immune to both fire and heatstroke. Heatstroke ignores the usual [[AI Storytellers#Enemy death on downed|death on downed]] chance with combat, al {{Nav|weapon|wide}}
    8 KB (1,210 words) - 05:37, 22 April 2024
  • {{Version Nav}} * Deep optimization on various systems – especially AI. This should make big colonies run much more smoothly.
    8 KB (1,285 words) - 04:26, 3 September 2023
  • ...o refurbish its barrel after heavy use. May explode when damaged. Its dumb AI brain can't be directly controlled, so beware of friendly fire. {{Nav|security|wide}}
    9 KB (1,242 words) - 06:16, 20 November 2023
  • {{Version Nav}} *AI will now only deploy an NPC's Smokepop or Broadshield pack if the offending
    16 KB (2,521 words) - 12:49, 16 February 2023
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    27 KB (3,764 words) - 16:31, 1 May 2024
  • ...anything, and a separate 1.4x price multiplier for buying anything. The [[AI Storytellers#Trade price disadvantage|Trade price disadvantage]] storytelle :{{Note label|GrowYield|2}} Assuming 100% [[AI Storytellers#Harvest yield|harvest yield]] (difficulty stat) and 100% [[Pla
    32 KB (4,737 words) - 13:53, 14 October 2023
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    38 KB (5,513 words) - 06:44, 23 April 2024
  • {{Version Nav}} * The player can now request AI-core quests from allies.
    14 KB (2,151 words) - 04:12, 7 November 2023
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    30 KB (4,274 words) - 21:07, 5 February 2024
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    26 KB (3,933 words) - 00:56, 9 May 2024
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    26 KB (3,992 words) - 01:00, 21 January 2024
  • ...ransport pod crashes and refugee quests. They will also reduce the enemy [[AI Storytellers#Enemy death on downed|death on down]] chance. ...o speed 3, and wait for a "Refugee chased" or "Wanderer joins" event. Your AI storyteller should send you a colonist-adding event within the next several
    32 KB (5,488 words) - 18:25, 22 April 2024
  • ...be worth 264 points in Losing is Fun. However, Losing is Fun applies 80% [[AI Storytellers#Butchering yield|Butchering yield]], so you'd only get 80% of {{nav/guides}}
    21 KB (3,277 words) - 21:25, 6 May 2024
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    54 KB (8,892 words) - 10:21, 5 May 2024
  • Before [[AI Storytellers#Butchering yield|Difficulty and Storyteller]] modifiers, each {{nav/guides}}
    27 KB (4,177 words) - 22:29, 7 February 2024
  • ...can collapse if not properly supported. Also, while your [[AI Storytellers|AI storyteller]] is unlikely to send you an [[infestation]] in the first few q {{nav/guides}}
    38 KB (6,562 words) - 01:51, 22 April 2024
  • Due to enemy AI firing from the closest available cover, meaning they often fire from near- {{nav/guides}}
    32 KB (5,166 words) - 20:53, 29 April 2024
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    36 KB (5,582 words) - 19:51, 11 May 2024
  • <!--Top Nav Box--> ..., you can funnel enemies into one place. So it's easy to trick the hostile AI pawns by laying [[spike trap]]s where areas walls are not built (either bec
    66 KB (11,227 words) - 07:57, 4 May 2024
  • Basically, players have to fight the same enemy AI programming for each type of hostile but the approach to it may differ acco Friendly AI will always prefer to move through doors and avoid traps, while enemies wil
    67 KB (11,329 words) - 05:28, 21 April 2024
  • ...attack can easily destroy an unprepared colony. They have a decent combat AI that utilizes each unit's strengths, making them a dangerous enemy to face. {{nav|factions}}
    34 KB (5,350 words) - 17:02, 21 April 2024
  • {{Version Nav}} ..., and it can be used several times, and can be reloaded with chemfuel. The AI knows how to use this to obscure turret shots.
    27 KB (4,325 words) - 11:14, 27 March 2023
  • <!--Top Nav Box--> | {{Menus Nav}}
    82 KB (10,037 words) - 01:15, 7 May 2024
  • {{Version Nav|date=2018-10-17}} *Resized ship AI core building (3,3)->(2x2) to make symmetrical ships possible. Resized art
    27 KB (3,995 words) - 04:11, 7 November 2023
  • You can pick one of the 3 [[AI Storytellers]], and a difficulty level. The storytellers only determine th {{nav/guides}}
    37 KB (6,325 words) - 15:27, 8 February 2024
  • <!--Top Nav Box--> | {{Gameplay Nav}}
    90 KB (13,617 words) - 04:24, 9 May 2024
  • If the [[AI Storytellers|storyteller]] is feeling somewhat merciful, outside help may c {{nav/guides}}
    100 KB (16,750 words) - 21:44, 24 April 2024