"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...
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AI War: Fleet Command 구매

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AI War Bundle (2014) 구매

7 가지 포함된 항목들: AI War: Ancient Shadows, AI War: Children of Neinzul, AI War: Destroyer of Worlds, AI War: Fleet Command, AI War: Light of the Spire, AI War: The Zenith Remnant, AI War: Vengeance Of The Machine

 

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2016년 9월 7일

AI War II Music Theme Teaser

https://www.youtube.com/watch?v=iNXmzaUAQsU
Pablo getting prepped for the newly reorchestrated AI War II theme. The kickstarter for this sequel to AI War Classic is launching in the next 1-3 weeks.

  • Email arcengames at gmail dot com if you want to be notified when it goes live.
  • If you want to participate in discussions about the growing design document for the game, please visit our forums and join in!
Lots of stuff is happening fast, and we'll have more to share with you soon!

Best,
Chris

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2016년 9월 2일

AI War II: Design Document First Unveiling Is Now!

This is only the beginning.  The first 36 pages of the AI War II design document are in place.  I'm sure that folks on the forums will have a lot of commentary already about this.  I'm going to be out over the weekend, just to warn you, but I wanted to leave this with you to peruse before I left.

The largest segment so far is detailing the technical advancements of the sequel (most of which are already in place).  It's actually kind of insane to see how far things have come from where we left AI War "Classic" in 2014.  It was already quite long in the tooth by our standards then, being very rooted in a 2009-based code architecture that had been remodeled enough times that we couldn't really go further with that.



Squads

This document does start by going into the rationale behind ship squads, which are a change with major performance-boosting ramifications and that should be able to yield an increased feeling of giant space battles more along the lines of the pre-Unity battles in AI War Classic.  Feelings in this particular area may run a little strong since it is a pretty big shift (although familiar to many RTS games), so there's a lot of math and explanations there to hopefully make it clear just how freaking awesome this change is and why you should be happy about it.

The TLDR is that it will make your game run more smoothly even while we are able to do more complex things.

Multi-Part, But Not Modular Ships

This is the first example of something that is being changed that will have an impact on a lot of units in the game.  Based on discussions with players on the forum, we should basically have the best of what modular ships offered before (the multi-part bit), but without the fiddly interface for customizing them during the game.

Of course, given the moddable nature of the new game, you can customize ships to your heart's content anyway.  And there are space platforms that are a thing that have been designed but not yet written up, and those will also scratch that same itch...

Other Bits

There are a lot of other sections of the document that are just stubs for now, and they will be filled in next week.  First of all focusing on the largest structural changes, since those require the most discussion with players.  Then moving into smaller and smaller topics until we have a document that we feel is complete and correct.

Kickstarter

Depending on how long it takes us to reach that "complete and correct" status with the design document, and how long some of our prototypes for a few things in the new game take, we will be heading to kickstarter with this in 2-4 weeks.  The game already has a remarkably complete base in terms of the multithreading, the networking (minus transport layer), and so on.  The status of items are noted in the document above, and quite a lot of the trickiest things are already in the "complete" camp.

That said, there's still a ton to do, so it's not like the game is going to be rolling into early access tomorrow.  But the goal is for us to be able to show you the vision for what this is (visually and otherwise), concretely show you what is planned (design document), and give you an accurate timeline for completion (with appropriate buffer).

If you're interested in hearing about the kickstarter when it goes live, you can always email us at arcengames at gmail dot com.



I'll see you all Monday!

Chris

Click here for the official forum thread on this post.

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평가

"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."
- Alec Meer, PC Gamer UK, November 2009

It’s a balancing act, with your own strength on one side, and the AI’s opinion of you on the other. Piss it off before you’re ready to face it, and you’re going to get squashed. That moment, when you’re finally in a position to turn the tables, is about as glorious as gaming gets.
- Phill Cameron, Eurogamer, February 2011

I think I’ve stumbled across this year’s Really New Thing. There’s a lot of 2009 to go, but I’ll be surprised if anyone else twists the RTS formula this dramatically and this effectively. And I’m hoping it’ll be the Next Big Thing, because it’s big, different, entirely unprecedented and an exciting way to play an RTS.
- Tom Chick, Crispy Gamer, August 2009

Having played this title at two distinct points in its life cycle what really stands out is the incredible dedication of Arcen Games in keeping on top of how the game evolves and expands. Even though a great many features have been added and tweaked and refined, it was possible for me to drop back into AI War after more than a year away and not find it to be a confusing mish-mash of feature overload. The post-release support is, quite honestly, the best I’ve seen for any game.
- Peter Parrish, IncGamers, February 2011

AI War is, quite simply, the best experience you could have with co-op or single-player real-time strategy in this or any year. It combines grand strategy with emergent AI to form an excellent game perfect for parties and multiplayer. It is easily worth double the price that the developer is selling it at, and anyone with any affinity or taste for strategy games should not miss it. It may be daunting at first, but an excellent tutorial and amazing gameplay mechanics alleviate this into a game that almost anyone can - and should - play.
- James Murff, Big Download, November 2009

게임에 대해

"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.

시스템 요구 사항

Windows
Mac OS X
SteamOS + Linux
    • OS: Windows XP SP2 or later
    • Processor: 1.6Ghz CPU (2.4 Ghz recommended, Dual Core strongly recommended for Host)
    • Memory: 2 GB RAM
    • Graphics: Graphics card must support 1024x1024 textures (most 32MB and up graphics cards do), 1024x768 or greater (32 bit color recommended)
    • Hard Drive: 300MB
    • Multiplayer: Broadband Internet Connection or LAN required for multiplayer.
    • OS: Mac OSX Intel CPU and "Leopard" 10.5 or later.
    • Processor: 1.6Ghz CPU (2.4 Ghz recommended, Dual Core strongly recommended for Host)
    • Memory: 2 GB RAM
    • Graphics: Graphics card must support 1024x1024 textures (most 32MB and up graphics cards do), 1024x768 or greater (32 bit color recommended)
    • Hard Drive: 300MB
    • Multiplayer: Broadband Internet Connection or LAN required for multiplayer.
    • OS: Ubuntu 10.10 or later, although other unsupported distros may very well work
    • Processor: 1.6Ghz CPU (2.4 Ghz recommended, Dual Core strongly recommended for Host)
    • Memory: 2 GB RAM
    • Graphics: Graphics card must support 1024x1024 textures (most 32MB and up graphics cards do), 1024x768 or greater (32 bit color recommended)
    • Hard Drive: 300MB
    • Multiplayer: Broadband Internet Connection or LAN required for multiplayer.
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