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"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...
Data lansării: 21 Oct 2009
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Cumpără AI War: Fleet Command

Pachete care includ acest joc

Cumpără AI War Collection

Include 6 produse: 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

Actualizări recente Afișează tot - (297)

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

15 aprilie 2014


AI War Steam community hub
AI War Facebook page
Arcen Games' Facebook page
Tidalis Facebook page
A Valley Without Wind Facebook page
Our community forums

Report bugs and suggestions on MantisBT
AI War web IRC / irc.appliedirc.com / #aiwar
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 Beta 7.017-7.018 - few balancing changes and bug fixes

15 aprilie 2014


AI War Steam community hub
AI War Facebook page
Arcen Games' Facebook page
Tidalis Facebook page
A Valley Without Wind Facebook page
Our community forums

Report bugs and suggestions on MantisBT
AI War web IRC / irc.appliedirc.com / #aiwar
Changelog since 7.017 may be found here


7.017 - March 31st
This one isn't as packed as some of the other recent releases. During normal working hours I'm focused on The Last Federation, and even moreso right now as we're in the last few weeks before releasing that.

But there's some important player-facing changes and fixes in 7.017. Hacking an Advanced constructor no longer also charges you for a fab-hack, and the cost of sabotage-hacking is back down to 5 from 10 (was 2 until recently). Also, in light of Reprisal making fleetwipes more dangerous, the AIP cost of killing a Black Hole Machine has dropped from 10 to 5. Speaking of salvage, minor faction stuff dying on player planets now contributes to the player's salvage (the AI still doesn't salvage from minor faction deaths, as then they could lead to aggressive AI units with no player involvement).

One of the changes that snuck into 7.016 (because it was already done before the need for that hotfix became apparent) was to make the Starship component of waves scale much better with wave sizes. In this version other special parts of waves (like the Mad Bomber's extra bomber starships, Heroic's in-wave champions, etc) are using similar scaling logic. I expect that the Spire Hammer, in particular, just got a lot nastier once the AIP cranks up. Especially on higher difficulties you might find yourself on the uncomfortable end of a Spire capital fleet. What could go wrong?

Most of the actual work went into a very substantial code refactoring (primarily of AI Reinforcements) that didn't mean many player-facing changes... this time ;)

7.018 - April 7th
This one is another fairly small release while we're focused on the last few weeks before releasing The Last Federation,

So we shot some troublesome bugs. Some old, like some missing art assets for non-steam installs. Some new, like the Heroic AI using its newfound ability to buy more champions for its waves... a little too enthusiastically.

But the AI's also gotten better at shooting troublemakers. In the kneecaps (or suitably analogous regions). Mainly as a quality-of-life improvement, we've removed the AIP-on-death from Special Forces Guard Posts, so they're now autotargeted and won't clutter up your backfield with enemy units that trigger various "ah! There's an enemy on the planet!" logic in sub-optimal ways. Since that AIP (or increased special forces size, if left alive previously) was a significant (albeit small) part of the overall balance, however, a corresponding buff was made to the SF. Specifically, they now spend a portion of their strength on Riot Control Starships. Some of you may not be familiar with how much havoc Riots can cause. You'll probably know soon.

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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Ce spun criticii

"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

Despre joc

"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.

Cerinţe de sistem (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.

Cerinţe de sistem (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
Recenzii utile ale clienților
75 din 79 oameni (95%) consideră această recenzie folositoare
658 produse pe cont
51 recenzii
5.4 ore înregistrate
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.
Postat: 27 noiembrie 2013
A fost această recenzie folositoare? Da Nu
45 din 46 oameni (98%) consideră această recenzie folositoare
377 produse pe cont
1 recenzie
349.6 ore înregistrate
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.
Postat: 9 decembrie 2013
A fost această recenzie folositoare? Da Nu
28 din 32 oameni (88%) consideră această recenzie folositoare
112 produse pe cont
1 recenzie
242.9 ore înregistrate
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.
Postat: 12 noiembrie 2013
A fost această recenzie folositoare? Da Nu
18 din 19 oameni (95%) consideră această recenzie folositoare
82 produse pe cont
4 recenzii
10.5 ore înregistrate
A really great game if you wan't something a bit diffrent from the mainstream strategy genre. I have enjoyed a good few hours off this game, the AI (Where the game focuses it self arround on) is really strong. The game is open to both expirienced and beginning RTS players and with a good mindset can work solo agenst a hard AI duo. The 5 DLC packs add a all new expirience to the game, as example a very own modular capital ship that you can edit to your suitings. The customisation is somehow what limited but isnt the main focus of the game.

On the other side, the multiplayer (Up to 8 player co-op) is hard to setup and portforwarding is required. Its adviced to not run it trough Hamachi of desync that can occur. The art style is simplistic yet makes it so alot of units can be commanded easly.

+Diffrent kind of strategy game
+Strong AI
+Lardge Combat
+/- Simple Art style
-Hard to setup Multiplayer/Co-Op
Postat: 30 noiembrie 2013
A fost această recenzie folositoare? Da Nu
19 din 21 oameni (90%) consideră această recenzie folositoare
92 produse pe cont
4 recenzii
27.6 ore înregistrate
This is one of the best games of the last years.

AI War: Fleet Command is a strategy game which you will love. Building your econemy, your ships (lots of ships; if you say, I'll attack with 400 ships, there are really 500 ships on the map...and you need them), creating your tactics and win against the AI...or lose. Sounds normal? This game has some more stuff than other games...or better, it is doing everything a bit different. It is relativ hard to get into the game. But after one, two, three houres of playing you get it (hotkeys, fight mechanics, etc. ). And than it gets really good.

The 'story' behind this fighting is, that AI populations have taken the world we know (or better the universe) and the human species has to recover and fight back. Every solarsystem is to capture, because the AI got everything, so you have to fight from the beginning. 'War is not fair' are the introducing words of that game. And that's true. The AI got reinforcement out of nowhere, but that's not a minus for the game, because that's how it works. You get better, the AI too, so get some friends and play it coop, it is much more fun to tell someone how unfair it is, that the AI is sending again 600 bombers to you homeworld ;) and it is impossible to beat the AI alone on higher difficulties.

For these who don't like micro-strategy, just take everything you have and click on the enemy. They have so many livepoints, that you have to concentrate you fire always on one ship of thair ships, so it's not that important which ship is where, just that it is in combat :). Or you have the option to play as a champion. Than you have no base, just one big ship which gain lvl and better weapons over time, so you have to care about nothing than your 'hero' (a little RPG in strategy).

But the other are right, be warned: This game is huge. You play normaly over 7 houres on one campain. If you play with friends on bigger maps, it can take over 20h, so be sure to have enougth time.

And...If you like soundtracks, buy it! Don't think about the game...this Music is epic, you can listen to it for hours and there are so beautiful songs between (AncientShadows, Cries of Zenith are my favorites ;) ) ...amazing...(with the expensions there are over 5.5h music)

So if you like space strategy games or really good musik buy that game...and on sale day like now (the holiday sale) it is nearly for free. (I would recommend to buy the expensions too (the collection))
Postat: 31 decembrie 2013
A fost această recenzie folositoare? Da Nu