Follow TV Tropes

Following

History YMMV / AIWarFleetCommand

Go To

OR

Is there an issue? Send a MessageReason:
None


** [[https://www.youtube.com/watch?v=1R9yi6wb89I Midnight]] is a calm peace that captures the essence of being alone in space with its lead piano and supporting percussion.

to:

** [[https://www.youtube.com/watch?v=1R9yi6wb89I Midnight]] is a calm peace piece that captures the essence of being alone in space with its lead piano and supporting percussion.
Is there an issue? Send a MessageReason:
Not YMMV


* DamnYouMuscleMemory: with the removal of traditional unit group hotkeys in the sequel, it can be tough adjusting to not controlling specific types of units.
Is there an issue? Send a MessageReason:
None


** '''Human Marauders''' are also quite intimidating. While you're the leader of a faction of humans dedicated to reclaiming the galaxy from the AI, Marauders are SpacePirates who have decided to just blow up everything they can find, take the scrap, and sell it for profit. Their ships are durable and powerful enough that they can sometimes destroy AI worlds all by themselves, if the player retreats back to their own systems after they appear. They ''do'' have problems gaining a foothold in the galaxy, as their out-of-galaxy assaults are relatively small and can be fended off with turrets, but give them an inch and they'll take the whole parsec once they have a single base in.

to:

** '''Human Marauders''' are also quite intimidating. While you're the leader of a faction of humans dedicated to reclaiming the galaxy from the AI, Marauders are SpacePirates who have decided to just blow up everything they can find, take the scrap, and sell it for profit. Their ships are durable and powerful enough that they can sometimes destroy AI worlds all by themselves, if the player retreats back to their own systems after they appear. They ''do'' have problems gaining a foothold in the galaxy, as their out-of-galaxy assaults are relatively small and can be fended off with turrets, but give them an inch and they'll take the whole parsec once they have a single base in. This is due to their budget mechanics, which makes them exponentially stronger for each planet they take.

Added: 416

Changed: 71

Is there an issue? Send a MessageReason:
None


** The Royal AI type as a whole. It is often considered the most difficult AI type to beat, as it uses almost nothing but Royal Guardians, who have twice as much health as Dire Guardians, who are already strong on their own.

to:

** The Royal AI type as a whole. It is often considered the most difficult AI type to beat, as it uses almost nothing but Royal Guardians, who have twice as much health as Dire Guardians, who are already strong on their own. There are also quite a few more infamous AI Types, mainly the Brutals:
*** If you thought each of the factions from the DemonicSpiders was bad, the Jabberwock AI has access to all of their ships, including a few sadistic twists, such as immediate access to Scourge/Spire hybrids and multiphase Guard Posts based off of Zenith Architrave units that can essentially go invulnerable whenever they feel like it. You're not picking a poison with this option, you are downing them all at once.
Is there an issue? Send a MessageReason:
None


*** '''Exogalactic Poltergeists''' for all intents and purposes are better, stronger Dire Infiltrator Guardians, and are one of the few units that can fire through force fields in the sequel. And if you become strong enough, the AI will happily send one your way every now and then. Hope you didn't need that Major Data center.

to:

*** '''Exogalactic Poltergeists''' for all intents and purposes are better, stronger Dire Infiltrator Guardians, and are one of the few units that can fire through force fields in the sequel. And if you become strong enough, enough (They were originally Tier 1 Exos, which meant that you are almost guaranteed to put up with them in an average game), the AI will happily send one your way every now and then. Hope you didn't need that Major Data center.



* Also from the sequel, adding in the Zenith Svikari to your game is a nearly guaranteed win. They start out weak, but scale outrageously into the late game since by then, they can mass produce golem tier ships.

to:

* ** Also from the sequel, adding in the Zenith Svikari to your game is a nearly guaranteed win. They start out weak, but scale outrageously into the late game since by then, they can mass produce golem tier ships.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Also from the sequel, adding in the Zenith Svikari to your game is a nearly guaranteed win. They start out weak, but scale outrageously into the late game since by then, they can mass produce golem tier ships.

Added: 397

Changed: 115

Is there an issue? Send a MessageReason:
None


** '''Dragons''' in the sequel, the AI's defensive measure when you start building Spire cities; one for each. They're there to make sure you can't just cheese the game and snipe the overlord with a few Spire Flagships, and they do this job quite admirably: They can go more or less toe-to-toe with Spire ''Battleships'', and one on one will usually blast them apart with their reverse-engineered Coilbeam, a WaveMotionGun of massive damage. For hordes, they have a large, multitarget Energy Burst, so accompanying your Spirecraft with strikefleets won't help much either. Worst of all, they like to move around in groups and are ''fast'', so if you're having a battle anywhere vaguely near the Overlord they will crash the party harder than a SWAT raid and obliterate what they find, usually triggering a huge Counterattack in the process. Killing them usually requires several visits with a sizeable Spire fleet, killing them piece by piece through focus fire and retreating to fix up your vessels.

to:

** '''Dragons''' in the sequel, the AI's defensive measure when you start building Spire cities; cities or when the Dark Zenith invades; one for each. They're there to make sure you can't just cheese the game and snipe the overlord with a few Spire Flagships, Flagships (And forcing you to raid the Dark Zenith homeworld for their ship lines otherwise), and they do this job quite admirably: They can go more or less toe-to-toe with Spire ''Battleships'', and one on one will usually blast them apart with their reverse-engineered Coilbeam, a WaveMotionGun of massive damage. For hordes, they have a large, multitarget Energy Burst, so accompanying your Spirecraft with strikefleets won't help much either. Worst of all, they like to move around in groups and are ''fast'', so if you're having a battle anywhere vaguely near the Overlord they will crash the party harder than a SWAT raid and obliterate what they find, usually triggering a huge Counterattack in the process. Killing them usually requires several visits with a sizeable Spire fleet, killing them piece by piece through focus fire and retreating to fix up your vessels.vessels.
** '''Venators''' from the Neinzul Abyss are ships that the AI sends if you use too much of a specific ship type. They all have decent hull strength but have utter obscene bonuses against the ships they are meant to counter. The Nadir Venator for example is the brutal counter against Spirecraft since it can only take 5% of its max health in a single attack while packing nearly 5 million health.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** '''The Nanocaust''' typically shows up later in the game compared to other factions, and for a good reason. Their Abomination ships have a more potent version of zombification that can quickly amass into a 300+ power fleet from the AI Sentinels. Attacking head-on will quickly see your ships convert into the Nanocaust, and they also have assembly centers that can pump out even more ships. They can even convert certain obscenely powerful ships, such as the Dyson Sphere guards, Dire Guardians, and even the Elderlings from the sequel. If they get their hands on any of the 3, you may as well just surrender.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** The Galactic Control Ship now returns in the Neinzul DLC, and while there is one this time, it has a nasty new trick. When the Showdown is triggered, it will set '''every AI ship in the galaxy into Threat'''. This is essentially a CPA with all the AI's remaining forces, on top of the GCS nuclear explosion.
Is there an issue? Send a MessageReason:
None


* InferredHolocaust: during the 800 year civil war, Humanity as a whole had control and populated the entirety of the Milky Way. After a brief resistance against the AI, humanity is reduced to a handful of cities, cryopods and the occasional captive human settlement in ai territory.

to:

* InferredHolocaust: during During the 800 year civil war, Humanity humanity as a whole had control over and populated the entirety of the Milky Way. After a brief resistance against the AI, humanity is reduced to a handful of cities, cryopods and the occasional captive human settlement in ai AI territory.
Is there an issue? Send a MessageReason:
Moving Fan Nickname entries to YMMV per the TRS thread.

Added DiffLines:

* FanNickname:
** The Devourer Golem is affectionately referred to as the Cookie Monster, like any ravenous devourer would.
** To a lesser degree, the Zenith Trader is given the moniker Zenith Traitor, due to an... interesting bug where the Trader sold stuff to the AI for an absurdly cheap price and with very little cooldown, making worlds look like [[https://cdn.discordapp.com/attachments/242012213580136448/684204863680413716/20190306233303_1.jpg a giant morass of troop accelerators, ion cannons and eyes, among others]], making them a pain in the ass to attack.
** Fleet Ball is used to refer to grouping all your units into one giant ball and using that to kill anything on a planet. Less often used is Doom Stack to refer to the same thing.
Is there an issue? Send a MessageReason:
None


*** [[https://www.youtube.com/watch?v=SfieYKsflRQ 2's rendition of the title theme is much more somber,]] complete with a choir and new bridge.
** [[https://www.youtube.com/watch?v=1R9yi6wb89I Midnight]] is a calm peace that captures the essence of being alone in space with it's lead piano and supporting percussion.

to:

*** ** [[https://www.youtube.com/watch?v=SfieYKsflRQ 2's rendition of the title theme is much more somber,]] complete with a choir and new bridge.
** [[https://www.youtube.com/watch?v=1R9yi6wb89I Midnight]] is a calm peace that captures the essence of being alone in space with it's its lead piano and supporting percussion.



*** it's remix, [[https://www.youtube.com/watch?v=Ofvb_bUTclM Neinzul Reborn]] can either be even ''sadder'' or uplifting, depending on how you interpret it.

to:

*** it's remix, ** [[https://www.youtube.com/watch?v=Ofvb_bUTclM Neinzul Reborn]] Reborn]], the remix of Nainzul Lullaby, can either be even ''sadder'' or uplifting, depending on how you interpret it.



* DifficultySpike: The difficulty settings for the AI are non linear, meaning the jump in difficulty from 1-5 isn't that big, 6-7 being a notable power spike where the AI uses it's full capacity, 8-9 Turning up the AI's income to the extreme, and difficulty 10 is supposed to be outright impossible without some form of cheese.

to:

* DifficultySpike: The difficulty settings for the AI are non linear, meaning the jump in difficulty from 1-5 isn't that big, 6-7 being a notable power spike where the AI uses it's its full capacity, 8-9 Turning up the AI's income to the extreme, and difficulty 10 is supposed to be outright impossible without some form of cheese.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** '''Spire Stealth Battleships''' are another cloaked killer. In addition to cloaking, they're tough as nails ''and'' they have radar dampening, making them irritating to kill off. They're difficult to defend against and have enough range to ambush you when you enter AI-controlled territory, but the real issue is when they end up in a threat fleet, when they're very good at slipping through your defenses to wreak havoc on your squishier systems.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** [[https://www.youtube.com/watch?v=7oedu7g8FXc For the Fallen]] was supposed to be used for Stars Beyond Reach, but was retooled to be the first song that plays when you achieve victory in 2. And when it ends, that's when [[https://www.youtube.com/watch?v=gFIeEc2RBbc a remastered version of the victory theme from Fleet Command]] starts playing
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Thought you were safe in the sequel? This time, the Avenger and Galactic Control Ship combine as a concept to form Phase 2 of the AI Overlord, who will uproot itself from the galaxy and slowly charge towards your homeworld, swatting aside everything in the way. And the higher the difficulty, the nastier it gets in terms of health, damage and even range. Not to mention its arsenal is so massive it has a weapon for just about everything you can throw at it, along with a bunch of zombifying armaments to turn your own ships against you. And you ''cannot'' slow it down. It won't nuke the planet it dies on this time, at least.
Is there an issue? Send a MessageReason:
None


* AlternateCharacterInterpretation: In the sequel, it's heavily implied that the AI is fighting something outside the galaxy that is so powerful and dangerous, it requires the AI's entire focus to merely hold it back. Some of the AI's lines imply that it is trying to protect whatever remains of Humanity and only [[ForcedIntoEvil turned antagonistic]] because nothing unites two enemies like a common foe. There may be more going on than just "AI bad, human good".

to:

* AlternateCharacterInterpretation: In the sequel, it's heavily implied that the AI is fighting something outside the galaxy that is so powerful and dangerous, it requires the AI's entire focus to merely hold it back. Some of the AI's lines imply that it is trying to protect whatever remains of Humanity and only [[ForcedIntoEvil turned antagonistic]] because nothing unites two enemies like a common foe. Additionally, the AI has spared countless humans on planets, even though it could easily bombard them to death. There may be more going on than just "AI bad, human good".
Is there an issue? Send a MessageReason:
None


** '''Brutal Guardposts''' which are exclusive to Fleet Command. These Guardposts are quite possibly some of the nastiest things you 'must' fight at some point. Most of the other DemonicSpiders either show up when you do something to piss the AI off, or are optional to play against minor factions, but these things MUST be taken down in order to win the game, as the AI seeds at least 1 on difficulty 7 and up. And they live up to their name in being brutally hard to destroy.

to:

** '''Brutal Guardposts''' which are exclusive to Fleet Command. These Guardposts are quite possibly some of the nastiest things you 'must' ''must'' fight at some point. Most of the other DemonicSpiders either show up when you do something to piss the AI off, or are optional to play against minor factions, but these things MUST be taken down in order to win the game, as the AI seeds at least 1 on difficulty 7 and up. And they live up to their name in being brutally hard to destroy.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** '''Brutal Guardposts''' which are exclusive to Fleet Command. These Guardposts are quite possibly some of the nastiest things you 'must' fight at some point. Most of the other DemonicSpiders either show up when you do something to piss the AI off, or are optional to play against minor factions, but these things MUST be taken down in order to win the game, as the AI seeds at least 1 on difficulty 7 and up. And they live up to their name in being brutally hard to destroy.
*** '''Wrath Lance''' Guard posts are infamous for this. They are the only unit in the game that "shoots" regardless of hostiles being in range, and those shots are beams of death that rotate around slowly. If this thing is seeded right next to the entry wormhole, say goodbye to most of your initial starting invasion.
*** '''Grav Reactor''' Guard posts function as a Black Hole Machines that fight back! If this thing is seeded particularly far away from your invasion points, you can't perform hit and run tactics on the AI Homeworld.
*** '''Hunter/Killer Factory''' Guard posts release a Hunter/Killer on you if you go onto a planet that's next to it or on the planet the factory is on itself. If you don't destroy it within 30 minutes, it'll send ANOTHER Hunter/Killer your way.
*** '''Raid Engine''' Guard posts. Take a Hunter/Killer factory Guard post and replace the Hunter/Killer with a wave of mk5 ships. And the timer for destroying it decreases from 30 minutes to 4. You better destroy this thing FAST or you'll be drowning in swarms of mk5 AI ships.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GameBreaker: Seeker Turrets in the sequel, under certain circumstances. Their capacity to deal more damage the more mass their target has is fairly strong in itself, but has no actual cap. As a result, anything bigger than a frigate starts suffering under their fire; Guardians know pain, Dire Guardians can evaporate, and Extragalactic units get ''eaten alive''. A Seeker Turret shooting a [[HopelessBossFight Flenser]] (which have the rough mass of a gas giant, according to their tooltip) is up there for the most damaging attack in the game.
Is there an issue? Send a MessageReason:
None


* SugarWiki/AwesomeMusic: The soundtrack is filled great scores that all fit the tone of the game. Though most of them in a somewhat melancholic way.

to:

* SugarWiki/AwesomeMusic: The soundtrack is filled with great scores songs that all fit the tone of the game. Though game (even if that means most of them in a somewhat melancholic way.the songs are melancholy).
Is there an issue? Send a MessageReason:
None


*** '''Exogalcitc Poltergeists''' for all intents and purposes are better, stronger Dire Infiltrator Guardians, and are one of the few units that can fire through force fields in the sequel. And if you become strong enough, the AI will happily send one your way every now and then. Hope you didn't need that Major Data center.

to:

*** '''Exogalcitc '''Exogalactic Poltergeists''' for all intents and purposes are better, stronger Dire Infiltrator Guardians, and are one of the few units that can fire through force fields in the sequel. And if you become strong enough, the AI will happily send one your way every now and then. Hope you didn't need that Major Data center.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** The sequel makes all Astro Trains cargo trains, meaning ''every'' Astro Train must be intercepted if you want to stop the AI from summoning something powerful. That something in question varies based off of how many trains are required per project
**** At one train, the AI can build a Dire Guardian
**** At four trains, the AI can build a Hunter/Killer
**** At a variable amount of trains, the AI can build Prototype Guardians, which are basically ''heroic'' Dire Guardians, some of which can compete with Tier 1 Exogalactic units!
**** At ten trains and only on intensity 10, the AI can [[spoiler: summon the ''Ravenous Shadow'' from the first game, which is basically a ''Devourer Golem!'']]


Added DiffLines:

*** '''Exogalcitc Poltergeists''' for all intents and purposes are better, stronger Dire Infiltrator Guardians, and are one of the few units that can fire through force fields in the sequel. And if you become strong enough, the AI will happily send one your way every now and then. Hope you didn't need that Major Data center.

Top