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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...
发行日期: 2009年10月21日
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购买 AI War: Fleet Command

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购买 AI War Collection

包含 6 件物品: 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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评测

"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

关于游戏

"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.

系统需求(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.

系统需求(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
有价值的用户评测
14 人中的 12 人(86%)觉得这篇评测有价值
帐号内拥有 319 项产品
114 篇评测
0.3 小时(记录在案的)
喜欢科幻星战策略的玩家应该玩玩这个游戏,据说有160亿个地图……是不是不知道,但地图真的很多,星图让我怀念起以前玩eve的那几年……走神了……这游戏号称每个图有相应的特殊单位,但其实相似的重复性肯定是有的,总体来说还是很耐玩。
估计很多人对英文脚本头疼,3dm的那个汉化stema不能用……
发布于:2014年3月2日
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3 人中的 3 人(100%)觉得这篇评测有价值
帐号内拥有 97 项产品
6 篇评测
14.8 小时(记录在案的)
我知道这款游戏很久了,买来压仓库也很久了,但直到最近才想起来,仔细玩了玩。

这是一款很值得一玩的游戏,我相信,阻碍我们去玩这款游戏的因素主要有两个:看似简陋的画面、语言障碍及其上手度。

画面:也许你看着宣传片里砰砰砰粗糙的爆炸效果,突然间就失去了兴趣,那就实在太可惜了。因为即便有绚丽的效果也许也不会有人去看,玩这款游戏的时候,大部分的时间都是在星图界面和缩放到只能看到一堆图标的界面上,所以画面什么的都是浮云,就想象自己在下棋就好了。而我个人感觉,这样的画面对这个游戏的战斗规模来说是刚刚好的。

语言和上手度:其实这个游戏一点都不复杂,前提是你有勇气看完教程。我敢说,对中国玩家来说,上手难完全是因为那一堆英文的教程。首先这个游戏的理念不同于常规的RTS游戏(说来话长,下面再细讲),如果不玩教程,又一下子面对界面中这么多的英文,直接想退出游戏的绝对不止我一个人。我曾经数次尝试看完教程,但是都被那又长字又小的英文给吓退缩了,直到现在英语长进了不少,勉强看完教程之后才感觉到这个游戏的乐趣。也许直接找点视频来看看反而会更快。



这款游戏我也刚上手不久,说不上完全体会到了游戏的乐趣,但多少理解了一些作者的理念。

也许我用一个例子来说明会比较直观:常规的即时战略游戏,尤其是我们熟悉的红警、星际、魔兽,虽然也需要很多战略思考,同时战术性的微操也是非常重要的。但是这款游戏几乎不需要关心战术,所有的战术电脑会自动完成,比如派遣侦查机去新的星区,穿过虫洞后,它会自动飞到地图的边缘;再比如,命令工程船待机的时候,它们会自动寻找完成星区中的工作,而且有明确的优先顺序,特别是当舰队在星区中交战的时候,它们并不会马上冲到前线去修理活活给敌人当靶子,而是会找合适的机会才会去修理。

很多这样的细节,体现了作者在AI方面真的是下足了功夫,玩起来很顺心,而且也可以让我们这些指挥官把所有的精力都放在战略层面。顺便电脑的AI也是很丧心病狂的!所以这是我玩过最悠闲,但也很费脑子的即时战略游戏了,我经常在侦查完几个星区之后,按下暂停,然后对着星图仔细考虑(当然联机应该不可以,不过我也不想玩联机)。

游戏里的单位数量规模也和传统的RTS理念不太一样,每种单位都有数量上限,有工程船的在旁边加成之后,造船就是一两秒一艘的节奏,一般来说资源问题都不是太大的问题,所以船厂很人性化地设置了可以循环建造功能。往往满编的舰队出征,然后一场战斗下来数量减半,甚至几乎全灭这种事情都是常有,而另一方面,在折兵的同时,新的船正从船厂源源不断冒出来……

我本以为这样的游戏节奏会很快,但是慢慢发现电脑AI平时的攻势并不算太猛烈,只有在我们占领它们过多的星区,被“激怒”之后,才会丧心病狂地对我们展开惨绝人寰的攻势,因为单位数量是有上限的,所以有时候没挡住就意味着老家危险了,而且电脑AI的舰队兵种搭配往往都很好,要对付它们还是需要一些手段的……

这样的战斗节奏,使得我们必须要一改传统的思维,不再单纯以占领星区、打击敌人为目标,而要不断分析实际所处的情况,选择最为有效的战略,可能需要悄悄绕过某些高危星区,也可能需要不顾一切代价奇袭某个星门……



好像写太多了,而且仔细看看这也许都算不上评测,应该只是单纯的推荐了,因为我才发现,这真的是一款让我非常喜欢、也很想推荐的游戏,有点兴奋了……

我已经不玩RTS很久很久了,因为觉得RTS总是让我太过于神经紧张,而且微操能力也实在太差。而这款游戏与其说是RTS,更像是在和AI下棋,我可以随时停下来,泡杯茶,抛开所有的战术微操、经济、外交这些烦心的事情,仅仅只是分析一下,我下一步该做什么。

顺便一提,这游戏的音乐很舒心!
发布于:2014年3月19日
这篇评测是否有价值?
3 人中的 3 人(100%)觉得这篇评测有价值
帐号内拥有 26 项产品
8 篇评测
9.7 小时(记录在案的)
一款真正的宇宙战舰对抗游戏,也非常适合高智商的玩家和记性好的玩家,一盘大比赛可能就是有生之年啊!
发布于:2014年2月23日
这篇评测是否有价值?
2 人中的 2 人(100%)觉得这篇评测有价值
帐号内拥有 120 项产品
5 篇评测
83.5 小时(记录在案的)
83个小时了啊,包括9个小时的教程学习,49个小时的2次重开新档,最终经过25个小时的艰苦奋斗,终于迎来的我的第一个BEGINNER级别的胜利,期间坎坎坷坷分分离离不次于黑暗之魂啊~~~,总结如下:
1、理论上80个星球常规10-15小时游戏,我玩最初级的都花了这么长时间,推荐给喜欢琢磨慢慢搞死电脑的玩家,非常非常的耗时啊;
2、玩这个游戏看似简单实际复杂啊,当即时战略或者塔防都行,不过讲究宏观操作多一些,不明白咋回事的人,可能敌人一小波过来就LOSE了;
3、产生地图的方式有很多种,可以挑着选择自己喜欢的玩;
4、舰船和防御塔功能各不相同,玩法也多种多样;
5、开始、存取、载入的速度都很快,而且还在一直更新,非常推荐玩一玩啊,绝对不后悔~~~
发布于:2014年4月4日
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81 人中的 77 人(95%)觉得这篇评测有价值
帐号内拥有 658 项产品
52 篇评测
5.4 小时(记录在案的)
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.
发布于:2013年11月27日
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