"You are outgunned. You are massively outnumbered. You must win." These are your orders. Humanity has already fought its war against the machines -- and lost. AI death squads stand watch over every planet and every wormhole, the few remaining human settlements are held captive in orbiting bubbles, and the AIs have turned their attention...
リリース日: 2009年10月21日
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6 アイテムを同梱: AI War: Fleet Command, AI War: The Zenith Remnant, AI War: Children of Neinzul, AI War: Light of the Spire, AI War: Ancient Shadows, AI War: Vengeance Of The Machine

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Arcen Games Presents: The Last Federation, 25% off launch week

2014年4月18日


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AI War web IRC / irc.appliedirc.com / #aiwar
Please see the original post here



Journalists and video channel owners interested in a copy of the game, please email arcengames[at]gmail[dot]com.

Arcen Games is proud to announce The Last Federation launches today for Windows PC, Mac OS X, and Linux platforms.

From the creators of AI War: Fleet Command comes an all-new grand strategy title with turn-based tactical combat, set in a deep simulation of an entire solar system and its billions of inhabitants. You are the last of a murdered race, determined to unify or destroy the 8 others. But you must work from the shadows, using superior technology -- bring your cape and cowl.

TLF will be available on Steam, Humble Store, GOG, GamersGate, Green Man Gaming, as well as direct from ArcenGames.com. Carrying a $19.99 standard tag, the game will be offered at 25% off for the first week -- bringing the price down to just $14.99 until April 25th.

Features
* Turn-based tactical combat, with up to 5 factions competing at once.
* Extremely deep simulation of an entire solar system and its billions of inhabitants. Even just watching everything unfold in Observer mode is entertaining, as nations rise and fall.
* New-player-friendly ramp-up of complexity as you play, which you can disable if you're already a veteran.
* Eight races each have very distinct personalities and attributes. Each one even has its own completely unique political system.
* Difficulty levels split between the grand strategy and turn-based combat portions of the game, both ranging from quite casual to incredibly hardcore.
* Save and reload your game with ease any time, or tough it out in ironman mode.
* Composer Pablo Vega's best soundtrack to date, featuring 54 minutes of music and the vocal finale "Lay Down Your Arms."



The Winter 2013 AI War Sortie Bulletin topic at the community hub is a place to find other players.

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AI War Beta 7.013-7.014 - AI balance changes and fixes, hotfix for performance hog

2014年4月15日


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Please see the original post here
Changelog may be found here

This one is partly a hotfix to deal with a fairly serious AI bug I introduced in the previous version, but there was a fair bit of other work in the hopper ready to go out as well.

Not a huge release, overall, because we're basically in the last week before the April 18th official release of The Last Federation. The AI thinks you should go take a look. It'll watch your defenses while you're gone.

Speaking of the AI, some background on the main bug this release fixes:


Whenever AI threat ships (unlike guard ships, threat ships are free to attack you wherever and whenever they please) are on a planet there's a basic decision tree that gets checked repeatedly on the AI thread:

I) Is there an interesting human presence here? Basically this means anything over a token force, or the presence of a human command station, or the presence of a human irreplaceable (fab, etc).

I.A) If so, are we seriously overmatched by the local forces, and have we been here long enough to run away?
I.A.1) If so, pick a random planet an run for it.

I.B) If we're not overmatched, do we seriously overmatch the local human forces?
I.B.1) If so, generally focus on knocking out any irreplaceable units and the command station (if any).

I.C) If we're pretty evenly matched, then let each ship pick the targets it's best against in an effort to win the fight.

II) But if there is no interesting human presence here:

II.A) If we're Special Forces:
II.A.1) Go to the currently designated Special Forces rally point (which could be its "waiting area" a few hops deep into AI Territory if there's nothing suitable, or it could be a sufficiently-important AI planet with human forces it wants to crush).

II.B) If we're Threatfleet (not just normal threat, but threat that got stuck waiting somewhere for over half an hour and thus joins the coherent Threatfleet)
II.B.1) Go to the currently designated Threatfleet rally point (which could be its "waiting area" a few hops deep into AI Territory, or it could be an AI planet under attack by human forces the Threatfleet thinks it can take, or it could be a neutral/human planet it thinks it can take)

II.C) If we're just normal threat, look at all the planets and sort them by a combination of Desirability (command stations and irreplaceables have various values of this) and Difficulty (based on the local forces there and the forces in the way from here to there), then get on the road to the best looking target. Later on, at each wormhole, each ship will check whether it should wait before proceeding due to an unfavorable local strength balance.


And normally all this works pretty well. Except when a certain boneheaded programmer (yours truly) is renovating the AI code and accidentally makes it so it thinks the answer to the question marked "I)" above is ALWAYS "no".

So the AI threat would get to the target planet, surrounded by hideously powerful human defenses protecting a pile of irreplaceables, and ask itself "is there an interesting human presence here?" ... "Nah. Where to next, Bob?".

If I ever add that behavior back to the game as a legitimate AI Type, I'll probably call it "Inebriated". Three sheets to the wind. Yet strangely still effective in many circumstances.


In other news, the AI is now much smarter (theoretically, see above) about factoring in your mobile forces: specifically, when looking at a planet to see if it can win a fight there, it considers not just the local mobile and static human strength but also human mobile strength within 3 hops. This makes it much more difficult to lure into attacking a planet with relatively light static defenses by just pulling your mobile stuff back to the other side of a wormhole, only to bring it back in immediately after the AI takes the bait. There are a few nuances to when mobile human strength counts in this way, and some other new rules about how it evaluates "can I take that planet?" to help embolden the AI to attack on multiple fronts once it's in a serious fight with you anywhere.

There's also a few other changes in there, like MkV Spirecraft Jumpships becoming immune to Black Hole Machines, the Core Guard Post on-death exos now always spawn on the post's planet (making it less mandatory to split your fleet during a high-difficulty AI Homeworld assualt), and Remains Rebuilders are a bit better about prioritizing Energy Collectors and stuff currently in their range, etc.

Update: 7.020 hotfix for some performance problems (i.e. 10 second freezes, in some cases on some machines) recently introduced into the reinforcement logic.

The Winter 2013 AI War Sortie Bulletin topic at the community hub is a place to find other players.

This is a standard update that you can download through the in-game updater itself, if you already have 6.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 6.000 or later, you can download that here.

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"AI War breaks most of the genre’s rules. Which is precisely why it’s incredible... This out-of-the-blue one-man passion project is one of this year’s finest strategy games." - PC Gamer UK Review, November 2009

ゲームについて

"You are outgunned. You are massively outnumbered. You must win." These are your orders.

Humanity has already fought its war against the machines -- and lost. AI death squads stand watch over every planet and every wormhole, the few remaining human settlements are held captive in orbiting bubbles, and the AIs have turned their attention outward, away from the galaxy, to alien threats or opportunities unknown.

This inattention is our only hope: a small resistance, too insignificant even to be noticed by the AI central command, has survived. These are the forces you will command. The AI subcommanders will fight you to the death when they see you -- but your glimmer of opportunity comes from quietly subduing those subcommanders without alerting central processing to the danger until it's too late.

You do have a few things going in your favor. Your ships are much faster. You have safe AI routines to automate defenses and mining outposts. You have production techniques that can churn out fully-outfitted unmanned fighters in seconds. There will never be more than a few thousand of your ships versus tens of thousands of theirs, but through careful strategy you must somehow reach and destroy the heavily-guarded AI cores.

Go forth into the galaxy, steal AI technology, recapture those planets you must in order to achieve your ends, and save what remains of humanity. But draw too much attention to yourself, and the full might of the AI overlords will come crashing down.

システム要件 (PC)

    • OS: Windows 2000 or later, 32 or 64 bit
    • Processor: 1.6Ghz CPU (2.4 Ghz recommended, Dual Core strongly recommended for Host)
    • Memory: 1 GB RAM (2 GB recommended)
    • Graphics: Gra phics card must support 1024x1024 textures (most 32MB and up graphics cards do), 1024x768 or greater (32 bit color recommended)
    • DirectX®:9.0c
    • Hard Drive: 300MB
    • Multiplayer: Broadband Internet Connection or LAN required for multiplayer.

システム要件 (Mac)

    • OS: OS X version Leopard 10.5.8, Snow Leopard 10.6.3, or later.
    • Processor: 1.6Ghz CPU (2.4 Ghz recommended, Dual Core strongly recommended for Host)
    • Memory: 1 GB RAM (2 GB recommended)
    • Graphics: Graphics card must support 1024x1024 textures (most 32MB and up graphics cards do), 1024x768 or greater (32 bit color recommended)
    • Hard Drive: 300MB
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19 人中 19 人 (100%) がこのレビューが参考になったと投票しました
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攻めはRTS、守りはタワーディフェンス風の宇宙ストラテジー。
とにかく最初にルールを理解するまでが大変だったのですけど、それを越えたら様々な革新的な要素が奇跡的に絡まっているように感じられました。

概要:
AIに占拠された宇宙。人類は数隻のわずかな戦力からスタートして、何万何十万隻という戦力を持つAIに反撃を試みる。ゲーム目標はAI(敵)拠点のある星系の制圧。人類(プレイヤー)の拠点が落とされると敗北。

AIの戦力は非常に強力なため正面突破は不可能で、ひたすら敵の攻撃に耐えながらチャンスに少しずつ敵星系を攻略していく展開になる。星系は標準マップで80個あり、1つ獲得すればその分自軍を強化できるのだが同時にAIの能力補正も強化される。AI補正が強力なので全ての星系を獲得するのは難しく、AI拠点への侵攻ルートは吟味しないといけない。自軍を強化しないと侵攻できないし、侵攻するとよりAIが強化される…というジレンマが、AI母星での最終決戦時にピークを迎える絶妙のバランスになっている。

攻撃時の自由なルート選択に悩んでいる間に、「AIがxx分後に○○星系を攻撃してきます」という予告が入ると守備の時間。対象の星系にユニットを集結させたり砲台を設置したりして侵攻に備えることになる。防衛戦はタワーディフェンス的で、きっちり準備すれば、時間通りに突入してくるAI艦隊を全自動で一網打尽にできる。ただし半端な防御ではあっさり突破されてしまうし、そこにあまりにリソースを割くと前線が崩壊したり二箇所同時に予告が入ったときに対処できなくなったりする。こちらのバランスも絶妙…というより、失敗するとロードするしかなくなるのだが、ロードして予告のあたりから正しく準備しなおせばなんとか対処できる程度のバランスになっている。細かいセーブ&ロードはほぼ必須(オートセーブは優秀)。

+
・上述のAIへの補正によるゲームバランスが非常に良い。ラストに近付けば近付くほどより厳しい状況になり、それを突破した時の達成感も高まっていく。
・中だるみしづらいゲーム性。テンポのよい戦闘にAIによる攻撃予告システムがマッチしていて、「次の侵攻を乗り切ったら…」という”あと1ターンだけ”な状態がずっと続く(逆にそれが疲れることもあるけれど)。
・操作性が良い。一万隻以上の艦隊戦も発生するが、大半の操作は自動化されているので操作量はほとんど必要とされない。
・動作が軽い。2Dグラフィックのおかげか動作は非常に軽快で、大艦隊も一体一体描画され迫力がある上に見通しも良い。ゲームの起動やセーブ&ロードなども速い。
・オプション設定がきめ細かい。マップや難易度、AIの能力などのゲームの外枠から、自動化の程度やショートカットキーなどゲーム内の様々な部分まで自分好みに設定できる。
・音楽が抜群に良い。

-
・あらゆる点におけるゲーム内での解説不足。ユニットだけでも膨大な種類になるが、それらの特徴をゲーム内で把握できない(ツールチップは表示されるが全ての解説が長文な上にそれでも全然情報量が足りない)。公式wikiで関連項目を調べる必要がある(wiki自体は凄まじく充実している)。日本語化も不可能。
・内政要素はほとんど無く大半が自動化されているとはいえ、最終盤になるとある程度状況把握や管理が面倒になる。

+/-
・難易度が非常に高く、セーブ&ロードを駆使しても何度も同じような敗北を繰り返すことになったりする。
・1プレイにかかる時間が長い。ユニット生産に時間が必要、かつ何万隻も用意しないといけないため、かなりの待機時間が発生する。

感想:
AIと戦うという舞台設定を含めて、登場するあらゆる要素が見事に絡まった素晴らしいゲームデザインだと思います。多くのストラテジーがAIにより人間らしい戦略を取らせようと(時にはチートも使いつつ)苦心している中、AI Warの敵AIには人間味がひとかけらも無いのですが、それゆえに手強くゲームとして面白く仕上がっています。動作速度や操作性などにストレスを感じないのも没入感を上げています。戦闘は激しいものの操作量は少ないし、ポーズ主体に戦略を考えていくかなりスローなゲーム進行なので、地図を見ながら侵攻ルートをじっくり考える戦略ゲームが好きな人、腰をすえて骨太の作りこまれたゲームをやりたい人におすすめです。
投稿日: 2014年1月2日
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3 人中 3 人 (100%) がこのレビューが参考になったと投票しました
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ランダム生成されるマップでAIと戦うRTSです。
難易度設定が豊富で、子供に船を操作させて宇宙を救えるレベルから
1ミスで人類滅亡するハードな設定も可能です。
オンラインモードは仲間と協力してAIと戦うことになります。

いかんせん知名度が低いのと、英語オンリーなのが敷居が高いですが、
それを乗り越えられれば長く楽しめるでしょう。
投稿日: 2013年12月5日
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81 人中 77 人 (95%) がこのレビューが参考になったと投票しました
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記録時間: 5.4 時間
Be warned - this game can get insane.

As the title suggests this game is a fleet (unit) management game, mixed in with a x4 type of experience. The scale of the game opens up suddenly and can get to the point where it just seems overwhelming, however if you stay with it and learn how it works you'll find a decent game.

I'd recommend taking this game slowly, even if the AI doesn't really want you to. You will die several times as you discover the past ways to link units together and arrange your resource collection and defending units to be most effective - that's just the nature of the game. As such this isn't really the ideal game for a beginner to x4 to step in, yet it might just be one of the most rewarding.
The depth in potential is deep and the 3 expansion packs have been done in the 'right way' adding more content to the game and improving gameplay. Thankfully the developers regularly patch AI War: Fleet Command too, which would suggest they're aware of their community, which for me is a major part of buying into a game.

I know some people aren't too keen on AI War due to the rather dated UI and graphics, but I think that's part of the charm. The lack of flashy graphics allows for resources and time to have been spent on the complex nature of the game's actual 'AI'. So, considering the game is called 'AI War', it's almost essential that the game itself has a top level AI behind the scenes making all of this work.
At times this can feel like the enemy are being hyper aggressive, but in truth they're learning about you the player. They're not just reacting to whatever race you play, they learn how you use that race and how you setup. Again this might not be ideal for a new comer, however it can help too, as sometimes they'll go 'easy' on you... for a little bit.

Overall AI War: Fleet Command is a very indepth game that doesn't seem to get much fanfare amonst the Steam Community. If you're a fan of x4 games then this is the game for you. If you can look past the very basic graphics there is a very deep experience waiting for you, perhaps one of the best experiences you'll ever have.
The added bonus is that this game is often VERY cheap on Steam during the Steam sales.
投稿日: 2013年11月27日
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48 人中 47 人 (98%) がこのレビューが参考になったと投票しました
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I've come back to this game over and over through the years as various expansions keep getting released.

It sort of defies a simple explanation, but the basic idea is that you either alone or with some multiplayer friends undertake a vast strategic campaign to purge an even nastier version of Skynet from existence.

Given the crazy amount of options in the game as well as all of its expansions it has almost unlimited replayability. The ships you get to use will be random (although there is a core set and one you pick at the start) and the tech trees are wide enough that in most games you won't get to use anywhere near all of it. The difficulty paces itself very well, for a beginner starting at recommended difficulties things start off light and raise in tempo, with unexpected bites coming every so often both from the AI's own plans or your mistakes. As you get experienced you can make the game harder in any number of ways so no matter how skilled you get you can make it a fun challenge.

The developers maintain awesome forums and listen to the people that play the games and treat their customers right.

Really all I can say is if you're looking at the page for this game and have even the remotest hint of interest, buy it.
投稿日: 2013年12月9日
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Really great strategy game, if you are looking for something apart from the mainstream "build your base and then attack the enemy base" - strategy games.

Get really interesting on higher difficulties, since the AI is really good.
投稿日: 2013年11月12日
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