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.
Reseñas recientes:
Variadas (12) - El 66 % de las 12 reseñas de los usuarios en los últimos 30 días son positivas.
Reseñas generales:
Muy positivas (195) - El 88 % de las 195 reseñas de los usuarios sobre este juego son positivas.
Fecha de lanzamiento:
15 OCT 2018
Desarrollador:

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Juego con acceso anticipado

Obtén acceso inmediato e involúcrate con este juego mientras se desarrolla.

Aviso: Este juego con acceso anticipado no está terminado y puede o no cambiar más adelante. Si no te entusiasma jugarlo en su estado actual, entonces deberías esperar a ver si el juego avanza más en su desarrollo. Más información

Lo que dicen los desarrolladores:

¿Por qué acceso anticipado?

“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.”

¿Cuánto tiempo va a estar este juego en acceso anticipado aproximadamente?

“From October of 2018 to October 2019.”

¿Cuán diferente será la versión completa de la versión de acceso anticipado?

“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...”

¿Cuál es el estado actual de la versión de acceso anticipado?

“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.”

¿El precio del juego será diferente durante y después del acceso anticipado?

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

¿Cómo tienes planeado involucrar a la comunidad en tu proceso de desarrollo?

“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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Incluye 6 artículo(s): Skyward Collapse, Skyward Collapse: Nihon no Mura, Bionic Dues, AI War Bundle (2014), The Last Federation Collection, AI War 2

 

Actualizaciones recientes Ver todos (92)

12 agosto

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
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9 agosto

v0.880 Released! "Belatedly Finding Friends... And Enemies"

Release notes here.

I took a break from the tutorials work, and instead focused on performance when it comes to big background battles between warring other factions that you might run across.

There's more that we can probably make even more performant in that area, but we need to do more profiling and figure out things that we can spread out more across more sim steps in addition to what already is being spread. In case the new performance tweaks give you problems of some sort, there's an option in the Galaxy Options tab, under the Performance section, to turn that off.

At any rate, I want to see what happens with that as we're adding ever more stuff that might be fighting offscreen and out of sight -- it shouldn't be causing your main game to bog down like you were seeing before. But that's something we can definitely look into more on the new framework that now exists. I also wanted to get the new framework in sooner than later so that any bugs that are in it can be found suitably in advance of 1.0.

So, what else?
  • Badger came up with the idea that certain factions -- right now the Devourer Golem, the Nanocust, the Human Resistance Fighters, and the Marauders -- can be friends or foes that you discover partway into a game even if you didn't choose them from the start in the "custom start" lobby (or if they weren't baked into your chosen quick start).
  • Basically, this makes it so that as a game is going along, you can suddenly have a new wrinkle thrown in with one or more factions joining the party late... and likely making up for lost time, either to your benefit or not.
  • I'm a big fan of this, as this lets you either customize things up-front, or change your mind and add something later if you think it will help (or might hurt the AI more than it hurts you, anyway).
  • Neutral planets controlled by a non-player, non-AI faction now show with the colors of that faction. That's really helpful for Dyson Spheres, Nanocaust, and other things like that.
  • Fixed a confusing thing with transports, which was causing some people to think they couldn't load or unload them. You should now find that it "just works" as you would expect, but let us know if not.
  • We fixed a bunch of other bugs.
  • Zenith Trader purchases no longer cost you AIP if you lose them, which mirrors how they were in the first game.
  • Mercenaries now have much more varied units!
  • Hacking is now something the AI responds more strongly to, and for superterminals they start doing exogalactic strikes against you so that you can't just blob all your ships on the superterminal world and ignore the rest of the galaxy.

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
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Ver todas las discusiones

Informa de errores y deja opiniones sobre este juego en los foros de discusión.

Reseñas

“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!

Acerca de este juego

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.

Requisitos del sistema

Windows
Mac OS X
SteamOS + Linux
    Mínimo:
    • Requiere un procesador y un sistema operativo de 64 bits
    • SO: Windows 7, 8.1, or 10 64bit
    • Procesador: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)
    • Memoria: 4 GB de RAM
    • Gráficos: NVIDIA GTX 510+, Radeon HD5900+, or Intel HD4000+
    • DirectX: Versión 11
    • Almacenamiento: 4 GB de espacio disponible
    • Notas adicionales: Important: final specs may marginally differ, but this is our best guess for now.
    Recomendado:
    • Requiere un procesador y un sistema operativo de 64 bits
    • Procesador: Any Quad Core or 3.0+ GHz Dual Core CPU
    • Memoria: 6 GB de RAM
    • Gráficos: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
    • DirectX: Versión 11
    • Almacenamiento: 4 GB de espacio disponible
    • Notas adicionales: Important: final specs may marginally differ, but this is our best guess for now.
    Mínimo:
    • Requiere un procesador y un sistema operativo de 64 bits
    • SO: Mac OS X 10.9+
    • Procesador: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)
    • Memoria: 4 GB de RAM
    • Gráficos: NVIDIA GTX 510+, Radeon HD5900+, or Intel HD4000+
    • Almacenamiento: 4 GB de espacio disponible
    • Notas adicionales: Important: final specs may marginally differ, but this is our best guess for now.
    Recomendado:
    • Requiere un procesador y un sistema operativo de 64 bits
    • Procesador: Any Quad Core or 3.0+ GHz Dual Core CPU
    • Memoria: 6 GB de RAM
    • Gráficos: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
    • Almacenamiento: 4 GB de espacio disponible
    • Notas adicionales: Important: final specs may marginally differ, but this is our best guess for now.
    Mínimo:
    • Requiere un procesador y un sistema operativo de 64 bits
    • SO: Ubuntu 12.04+, SteamOS+
    • Procesador: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)
    • Memoria: 4 GB de RAM
    • Gráficos: NVIDIA GTX 510+, Radeon HD5900+, or Intel HD4000+
    • Almacenamiento: 4 GB de espacio disponible
    • Notas adicionales: Important: final specs may marginally differ, but this is our best guess for now.
    Recomendado:
    • Requiere un procesador y un sistema operativo de 64 bits
    • Procesador: Any Quad Core or 3.0+ GHz Dual Core CPU
    • Memoria: 6 GB de RAM
    • Gráficos: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
    • Almacenamiento: 4 GB de espacio disponible
    • Notas adicionales: Important: final specs may marginally differ, but this is our best guess for now.

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