AI War II is a grand strategy/RTS hybrid against an overwhelming, inhuman enemy who has conquered the galaxy. The enemy has made only a single error: underestimating you. You must steal as much technology as you can, and take enough territory to fortify your bases and launch your attacks.
Kürzliche Reviews:
Ausgeglichen (11) - 63% der 11 Nutzerreviews der letzten 30 Tage sind positiv.
Alle Reviews:
Sehr positiv (196) - 88 % der 196 Nutzerreviews für dieses Spiel sind positiv.
Veröffentlichung:
15. Okt. 2018
Entwickler:
Publisher:

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Early Access-Spiel

Erhalten Sie sofortigen Zugang und bringen Sie sich in die Entwicklung ein.

Hinweis: Dieses Early Access-Spiel ist noch nicht fertig und könnte sich in Zukunft verändern. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, sollten Sie abwarten und sehen, ob sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

“We feel a great obligation not just to our kickstarter backers, but to all our fans of the first game, to get this right. That means we need testers, we need feedback, we need bug reports.

Some of the hardest decisions we've had to make, and some of the best ones, were greatly aided by our community. This game is massive, and we'd like for the 1.0 release to be extremely polished.”

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

“From October of 2018 to October 2019.”

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

“There are a few dozen unit types (out of several hundred) that we're holding off implementing until during the Early Access process. There will undoubtedly be many balance changes, since that sort of feedback is what we're looking for in the first place.

We plan on more capturables, various quality of life improvements for gameplay and the UI, and biggest of all: multiplayer! Not via game search or central lobby, but similar to the first game in terms of direct connection to player-hosted lobbies; this time with NAT punchthrough technology to help, though.

Steam Achievements and Trading Cards are also planned. Oh -- and a properly satisfying ending for the game! And more nasty tricks for the AI logic...”

Was ist der derzeitige Stand der Early Access-Version?

“The game is playable from start to finish, with several hundred unique units. All of the music, and a lot of the art, sound effects, and voice acting is done. The interface is in a functional state that needs further refinement based on player feedback, and visual polish as we decide things are final in each area.

The balance is ever-evolving, but we think we're through with the last of the truly major overhauls (circa June 2019). There are some key new things that we still want to add to make fleets and your empire in general more customizable than ever, and to give you even more inroads against your enemies, but that's an iterative process that is heavily driven by player feedback on how each feature feels.”

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

“No, the pricing will be the same in both.”

Wie werden Sie versuchen die Community in den Entwicklungsprozess miteinzubeziehen?

“The best place for discussion, which can then lead to changes, is our forums, where we are quite active: http://www.arcengames.com/forums/index.php/board,122.0.html

The best place for bug reports, concrete suggestions, and similar is our Mantis Idea Tracker: https://bugtracker.arcengames.com/

If you create any mods or anything like that, please feel free to get in touch and we can work with you more directly, too. We're super easy to get a hold of!”
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Kürzliche Updates Alle anzeigen (93)

20. August

v0.882-0.883 Released! "Research and Reconquest"

Release notes here.

This is a hefty release, with a lot of welcome gameplay, performance, and technical improvements.

So, details?
  • There is now an "autobuild factories" option, which is helpful.
  • Magnifiers and Alarm Posts are back.
  • Advanced Research Stations (ARSes) are back, although they work differently from the first game or from earlier in this game; they augment the fleets system. Each of these gets a Frigate or Strikecraft type; hacking the ARS grants that ship line to the hacking flagship.
  • A bunch of new icons are available, and are used by some of the new capturables.
  • Hacking a specific target (like an ARS) is now done by the flagship closest to the target, and also decloaks that flagship.
  • When the AI reconquers a planet, its Guard Posts will 'Warp In' over the next 10 minutes, each bringing with it a small company of guardians. It was frustrating (particularly on high-mark planets) for the AI to instantly get hundreds of strength of defenses on a planet after reconquering. This now gives you a window to counterattack and destroy the helpless Warping In guard posts.
  • A big laundry list of bugfixes.
  • Another big laundry list of performance improvements.
  • Stacking for player ships, for the first time, so that you can have crazy ship caps in the late game without tanking your performance.
  • Updated the Steamworks integration, so hopefully that works properly now on OSX and Linux (please let us know!).

The Performance Snipe Hunt

I spent a LOT more time than expected chasing down late-game performance issues in this build, mainly because I was concerned that those could bleed over into more games than realistically they were at the time of the last release. It was time well spent, because we fixed a number of bugs we would not have found any other way, and a number of savegames will perform better than ever.

However, there's still some elusive timing issue in certain savegames, and I can't find what it is despite basically building a custom performance profiler into the game over the last eight days. Eyeroll. But it's funny, because one game with 200k ships might perform better than another with only 60k ships. And it's not the AI logic, and it's no longer decollisions or something like that.

In all those cases, you can crank up the game speed and still get a realtime game speed, although now it's much more kind to the networking interface (for the future) than it would have been. So fast-forward to the rescue, I guess. It's just choppy in those circumstances.

The few remaining problem cases tend to be with a lot of factions on, and a lot of battles at once, and late into the game, and usually more than 100k ships out there; most of those run at least 2x as fast now as they did for me previously, which is a good thing. Unless we really hit some trouble spots, I think I may set aside performance stuff until post-1.0 (only a month or so left!) and focus on tutorials and other things that affect a much wider group of players.

Most late-game campaigns actually perform just peachy, having CPU time to spare despite the insane simulation size. So this thing is optimized as heck, really. But it's a personal irritation for sure when there are some semi-rare cases where I'm not sure why things aren't as smooth as I'd like. Frankly in those same circumstances, in the original game you'd be running at something like a quarter of wall clock time with far less going on, whereas here you can at least keep things realtime even if the ships jump around a bit in a way that irritates me. So I'll set that aside and just work on the bigger fish at this point.

More to come soon. Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options. You can always choose most_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris
0 Kommentare Weiterlesen

12. August

v0.881 Released! "AI Neighborhood Watch"

Release notes here.

A neighborhood watch is normally something that is neighbors looking out for one another, but in this case I'm mis-naming the release in honor of the algorithm changes that Badger made to protect PLAYERS from having so darn many mark 6 and 7 planets in their galaxies. New galaxies generated in the game should be a lot more palatable.</span>

So, what else?
  • Interface improvements to the top bar (the various things you can click for more details).
  • Golems for the Warden fleet (yow!).
  • Marauders now more deadly.
  • Several bugfixes in code both new and old.
  • Several new tools to help us FIND some rare-ish bugs that we can't repro locally.
  • Other conveniences like you not accidentally being able to build things that would put you into negative energy (and thus lose your forcefields all at once).

More to come soon. Enjoy!

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options. You can always choose most_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris
0 Kommentare Weiterlesen
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Reviews

“A grand strategy RTS game that excels at both genres. The gameplay is top-notch, mechanics are in-depth, and the quality of life combined makes this a worthy successor to AI War.”
Original Curators Group

“While it has a heckuva learning curve, once you start to grok it, it turns into one of the most amazing and satisfying RTS experiences you'll ever come across.”
Space Game Junkie

“The bots are back at it again and having conquered the known galaxy, only you can stand in the way. Defrost the stasis pods and deploy your squadrons : AI War 2 is back for more!”
Splattercat's Nerd Castle!

Über dieses Spiel

AI War 2 is a grand strategy/RTS hybrid against a galaxy that has already been conquered by rogue artificial intelligences, alien nanobots, and many other devious (and occasionally helpful) factions. Your path to victory lies in destroying the AI Overlords, which requires you to locate and acquire new fleets, superweapons, allies, mercenaries, and defensive weaponry.

Rather than trying to recapture all the territory (which will simply enrage the vast enemies enough that they slaughter you), you must capture planets with care, invest in new technologies, and strike with precision. This isn't a stealth game, but there's a definite art to knowing when and where NOT to strike.

It's also "a sequel to [Arcen's] enormo-space RTS AI War, which we called 'one of this year's finest strategy games' back in 2009" (Tom Sykes, PC Gamer)

What's New?

We still have a lot we want to add, and even more we want to polish, but the current version of AI War 2 is already vast:

  • Many optional factions, each with their own goals and strategy, create a living galaxy.
  • A new Fleets system gives you even more ships than befire, and allows you to customize your empire more than ever.
  • A ton of map types, and with a lot of sub-options to make them even more varied.
  • Mercenaries to hire, factions to ally with, and oodles of targets to capture or hack --with the AI or aliens.
  • Warden and Hunter sub-fleets of the AI provide for new challenges (and sometimes opportunities) in how both you and the AI interact with each other.
  • Polished gameplay mechanics, representing everything learned from first game’s six expansions.
  • Trimmed fat: repetitive boring tasks have been automated or streamlined, but more options than ever have been added for you to customize things when you want to. Our goal is never to waste your time, but always have an array of interesting challenges for you to pursue at once.

What Other Stuff?

  • Redesigned UI, currently going through iterations.
  • Over 1700 lines of spoken dialogue from more than 25 actors, and more to come from the AI itself.
  • 1.5 hours of new music added to the 4.5 hour included score from the original game.
  • Crazy moddability, with many levers available in easily-accessible XML.
  • Multiplayer is temporarily disabled, but still being implemented.
  • Multithreading for modern performance, and a codebase that will not summon an elder god.

Systemanforderungen

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Betriebssystem: Windows 7, 8.1, or 10 64bit
    • Prozessor: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)
    • Arbeitsspeicher: 4 GB RAM
    • Grafik: NVIDIA GTX 510+, Radeon HD5900+, or Intel HD4000+
    • DirectX: Version 11
    • Speicherplatz: 4 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Important: final specs may marginally differ, but this is our best guess for now.
    Empfohlen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Prozessor: Any Quad Core or 3.0+ GHz Dual Core CPU
    • Arbeitsspeicher: 6 GB RAM
    • Grafik: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
    • DirectX: Version 11
    • Speicherplatz: 4 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Important: final specs may marginally differ, but this is our best guess for now.
    Minimum:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Betriebssystem: Mac OS X 10.9+
    • Prozessor: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)
    • Arbeitsspeicher: 4 GB RAM
    • Grafik: NVIDIA GTX 510+, Radeon HD5900+, or Intel HD4000+
    • Speicherplatz: 4 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Important: final specs may marginally differ, but this is our best guess for now.
    Empfohlen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Prozessor: Any Quad Core or 3.0+ GHz Dual Core CPU
    • Arbeitsspeicher: 6 GB RAM
    • Grafik: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
    • Speicherplatz: 4 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Important: final specs may marginally differ, but this is our best guess for now.
    Minimum:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Betriebssystem: Ubuntu 12.04+, SteamOS+
    • Prozessor: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)
    • Arbeitsspeicher: 4 GB RAM
    • Grafik: NVIDIA GTX 510+, Radeon HD5900+, or Intel HD4000+
    • Speicherplatz: 4 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Important: final specs may marginally differ, but this is our best guess for now.
    Empfohlen:
    • Setzt 64-Bit-Prozessor und -Betriebssystem voraus
    • Prozessor: Any Quad Core or 3.0+ GHz Dual Core CPU
    • Arbeitsspeicher: 6 GB RAM
    • Grafik: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
    • Speicherplatz: 4 GB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Important: final specs may marginally differ, but this is our best guess for now.

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