Featured Items
Games
Software Demos News Recommended
Posts in "All News" channel about:

AI War Collection

Show posts for all products, not just AI War Collection
Community Announcements - x-4000
This one is the culmination of a couple of weeks of no-joke improvements to performance. Not only is the underlying timing for frames completely rewritten and improved, but the all-new sprite batching for our engine's render pipeline is now in place, too.

Just what does this mean to you, as a player? Well, even on fast machines there were previously some times where you'd get stuttering and slowness that wasn't warranted, based on heavy CPU load. That is now pretty much a thing of the past, and even really large battles run much faster. Additionally, really huge battles would previously tank pretty much everyone's graphics cards because it was just trying to render so darn much. Now it's incredibly efficient by comparison!

This is something that I've been wanting for a long time, so seeing how awesome the game runs now is really very satisfying.



Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 4.000 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 4.000 or later, you can download that here.

Click here for the official forum thread for this update.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (RPS)

We’re seven years old! (Actually, we were seven years old last month, but we’ve never been much for punctuality.) And so by way of celebration we’ve curated the latest weekly Humble Bundle, and that means we’ve chosen some of our most beloved indie games from the past seven years for the Pay What You Want sale. An esoteric bunch, but so very beautiful, all. If only there were room for all the delights of those many wonderful years. As ever, some of the money goes to charity, too: we chose EFF and Medecins Sans Frontieres. Find out more, below, or simply click over the the bundle itself.

… [visit site to read more]

Community Announcements - x-4000
This one is our second post-8.0 update. It's another intentionally small one, as we're trying to wait and see if there are any serious things that crop up before going through other kinds of bugfixing or balancing.

In this particular case, some people experience slow loading times per image on their specific machine setup. This is apparently something to do with the WWW class in the unity engine, and strikes only some machines for the people that even experience (aka their high-powered desktop suffers from it, but their lesser laptop runs like a dream). In order to mitigate/remove the effect of this, there are some new options and default behaviors that help with loading concurrency. That way you don't wind up having to wait for things to load sequentially, all that time gets set next to itself. It's an unfortunate bug in the underlying unity engine, but this should really help to keep the problem to an absolute minimum impact for those few who are affected.

Update: 8.003 fixes a bug preventing the display of shots and explosions in the prior version, as well as making the max loading threads slider clearer and easier to use.

Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 4.000 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 4.000 or later, you can download that here.
Community Announcements - x-4000
This one is our first post-8.0 update. It's an intentionally small one, as we're trying to wait and see if there are any serious things that crop up before going through other kinds of bugfixing or balancing.

In this particular case, some of the Unity 3D engine upgrades that we did between versions 7.0 and 8.0 may have led to some incompatibility with certain older drivers or graphics cards, thanks to the game erroneously trying to force 2X antialiasing on. The way that fullscreen mode was working on OSX was also incorrect, but now all of the above match how our other later games (The Last Federation, etc) work. There were some people who strangely could run TLF but could not run AI War, while running on the same engine version, so hopefully this fixes that for them. It's tricky, though, because it's an incredibly minor subset of people on some very specific older hardware. Fingers crossed for them!

Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 4.000 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 are using Steam, you can simply restart Steam in order to force it to update immediately.
Community Announcements - x-4000
AI War's run from 7.0 to 8.0 took a long break during our development of The Last Federation, but still contained over 60 new releases in 425 days. Thanks to player feedback (some new, some from years ago) the game is now better than ever.

Biggest on the radar is the addition of the new "hacking" mechanic which gives the player several abilities which can be extremely useful but also quite risky. Hack wisely, and you can turn defeat into victory. Hack foolishly, and you can turn humanity into hamburger. The idea came out of long discussions with players on improving the relationship between metal and crystal. Those two mechanics had become far too similar, and ultimately the idea of merging them in favor a new radically-different mechanic found a lot of support from the community.

"Salvage" is another major new mechanic based on years of community feedback. Basically if you lost your whole fleet in an attack it could take a long time to rebuild but often there wasn't much actual danger. In a game where 8 hours is a "short" campaign, players don't want to be stuck spending real "wall-clock" time without much actual "game" happening. So salvage allows the AI to harvest the remains of your ships lost in its territory to build a "reprisal" force that threatens you after a fleet-wipe, and allows you to harvest the remains of AI ships lost in your territory to accelerate your rebuilding. This led to a somewhat bumpy ride balance-wise but it's shaken out pretty well by now and has significantly improved enjoyment of the game.

Champions have also been the subject of quite a bit of player feedback since they were introduced in the fourth expansion. Some people really liked them, some people really did not. One of the biggest issues was how the nebula scenarios (the main way you could improve champions) were so disconnected from the rest of the game. So we've added an optional alternate way to improve your Champion units that's much more aligned with playing normally. There's probably more to be done on this topic, but what's been done thus far has helped.

"If anyone beats difficulty 10, that's a bug" is one of our old jokes with the community. Actually, we laugh when we say it but we're not joking. Several players have managed to beat Diff 10 over the years and the refinements to prevent this (without being too heavy-handed) have continued. Several AI improvements were made for 8.0, especially it's pushing an advantage during a large-scale attack. Balance dials have also been cranked to even-more-painful levels, and as of this writing there are no confirmed reports of a "normal" diff 10 win since the last round of related changes. The gauntlet's right there on the ground, folks.

Player feedback (and our own devious minds) prompted tons of other changes in 8.0 (counter-attack posts being made optional comes to mind, and many turret caps becoming per-planet), but this account has to stop somewhere. Oh, and let's not forget the engine upgrade and the addition of linux support :)

Have fun! (Here's the discussion on the official forums, by the way.)

Also, check out our awesome new trailer for version 8.0!
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Adam Smith)

AI War is the sentient grey goo of gaming. Released in 2009, its design and uncanny artificial intelligence received praise from many quarters, including our own Alec, then writing for The Other Place. “This out-of-the-blue one-man passion project is one of this year’s finest strategy games”, he wrote, little realising that the very same ‘passion project’ that he so admired would continue to evolve. The sixth expansion, ominously titled Destroyer of Worlds, is due on August 18th, and with it Arcen’s flagship game will become even more cunning. Trailer and feature list below.

… [visit site to read more]

Community Announcements - how do i play video games

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

AI War 8.0 and its sixth expansion Destroyer of Worlds arrive August 18th on PC, Mac and Linux. Check out the new trailer we've put together to mark the announcement.

Since there seems to be no way to embed videos in announcement posts anymore, view the beautiful trailer here!



The Winter 2013 AI War Sortie Bulletin topic at the community hub is a place to find other players.
Community Announcements - how do i play video games

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 a break from your (ir)regularly-scheduled bugfixes and polish to bring you a large engine upgrade and native-linux support. NOTE: as of this writing distribution of the linux build is still being worked out.

We’d been planning to release 8.0/DoW during the week of August 4th and then wait until a week or so after 8.0 to start the beta cycle on that upgrade, but the engine-upgrade/linux-porting has gone better and faster than expected for our other titles (including older ones like Tidalis and AVWW1). So instead we’re bumping the release to the week of August 18th to allow a couple weeks of extra testing.

If you survive the bugs, please report them :)

By the way, this includes our new cross-platform updater (the old one did not support linux), so the update process will look somewhat different after this particular version. It will be faster, too.

The new ships from Destroyer of Worlds have had their far-zoom icons updated, thanks to community member HitmanN.

The tutorial’s been updated for 8.0, and now includes a section on Hacking.

And there’s also a goodly chunk of balance changes and bugfixes. Including actually getting Line Place working correctly. Really! I think.

Update: 7.049 to fix a bug where the music would play one track and stop.

Update: 7.050 to fix several issues with sounds playing very loudly and distortedly and with images not loading on linux.

Update: 7.051 to fix an issue in the prior version that prevented OSX from loading the game.

Update: 7.052 to make the textboxes work, and improve the sound effects stacking issue even further.

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.
Community Announcements - Josh "Spikey00" Y.

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 another coat of polish for the new expansion and 8.0 in general, so nothing earthshaking here. That said, there are changes I think will make some folks pretty happy:

- The galaxy-display-modes for fabricators and golems are now much nicer to use, with both showing the names of the actual units on the galaxy map rather than you having to mouseover to see what specifically is there, and with the fabs mode combining the old three separate filters into the one (and adding in the Core Turret Controllers, too).

- Line-place is now much better for placing multiple parallel lines at once, as a common-case for mines is to put three lines side-by-side. Doing three lines separately tends to cause the second and third lines to only place every other mine due to collision, and also takes longer, so now you can place all 3 (or more) lines at once and none of them will collide with other mines placed in the same action.

- The Ally Roaming Enclave commands now have a GUI rather than just being chat commands. It’s not a very pretty GUI, but it’s a lot better than… well, chat commands.

- The AI’s response to the Exodian Blade will now be less dependent on how fast you get through that progression’s earlier phases, which should help us be able to actually balance the final phase (though it may well not be there yet).

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.
Community Announcements - Josh "Spikey00" Y.

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 yet more polish work for the new expansion, and also for the rest of the game in preparation for the 8.0 official release.

That means almost entirely bugfixes, balancing, etc. Including a lot of text work and updating the Objectives screen logic, etc. Here’s what’s left (not yet done) between now and 8.0:

- We want to do a new trailer for the whole game. If you have any saves that show the game being awesome (whether that’s the AI being clever, the explosions being massive, or whatever; up to you) please send them our way with instructions on where/how to see the awesomeness :)

- I need to go through the tutorial again; I believe I’ve kept it mostly accurate thus far but another pass is necessary, and more importantly it needs to cover at least the basics of Hacking. And mention salvage, for that matter.

- I need to add entries on the steam side for the new achievements.

- Further bugfixes and balance changes based on what you tell me needs dealt with for 8.0. Generally this means avoiding big changes, but you get the idea.

- Adding in the awesome new music from Pablo. Probably my favorite part of each expansion :)

Enjoy!

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.
...

Search
Archive
2014
Sep   Aug   Jul   Jun   May   Apr  
Mar   Feb   Jan  
Archives By Year
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002