Hello, AI War fans! How many of you know that there is a pre-release version of the upcoming expansion of AI War that you may already try out or buy it now?
The Zenith Remnant expansion is currently under development, and you can help by trying out the latest version free! New features ("Zenith" faction being planned), numerous new units (planned 100+ new units), and fixes and balances implemented since 2.000; much more is surely to come. With the Thanksgiving Special, you save 25% off all Arcen titles, so the time is opportune. Remember, you have until the 30th of November to do so!
You can still play the game without purchasing it, and courteously play it with up to eight players for three hours until you are asked to buy the game--this was done to provide players a longer taste of the game, and perhaps catch a glimpse of one of three ‘Golems’ currently implemented. These are massive capture-able behemoths that are exclusive to the expansion.
If you want more information, or are interested in preordering the expansion for $7.49 USD during the Thanksgiving Special (afterwards $9.99 USD), head on over to the main site.
http://www.arcengames.com/aiwar_zenithremnant.php
Topic: http://arcengames.com/forums/index.php/topic,2485.0.html
The latest prerelease is available at http://www.arcengames.com/share/AIWar2001M.zip
That version is an upgrade from version 2.000, so you have to already have 2.000 (or greater) installed. Just unzip it into your game folder (usually C:\Program Files\Arcen Games\AI War\ unless you specified something else). Please make sure that your unzip process keeps the folder structure from the zip file, rather than just unpacking all of the files into the base target directory.
What's new since 2.001L:
(Cumulative release notes since 2.000 are attached at the bottom)
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-It is now possible to run the AI War simulation from the command line by using the "runsim" command line argument. When running it this way, it splits up the work into multiple processes for multi-core machines, and it runs faster than the in-game simulation in general.
-Previously, there was an error with the time taken for conflicts to resolve in the simulation data (it was showing about half the time it really took). Fixed.
-Previously, the threshold for player ships to trigger an Alert on AI planets was 50 units. Starships and Golems were not weighted any more highly in the past, but now Starships will count for 25, and the Golems and other "major weapons" (the heavy defense category in general) will trigger the alert all by themselves.
-The internal logic for AI reinforcements has seen a number of internal shifts to make them more intelligent in case of over-full planets in particular.
-A new performance improvement has been introduced for when players are attacking enemy planets with lots of guarding ships.
Changes from prior prereleases.
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-In the last prerelease, there was some glitchiness with ship targeting when switching a ship from free-roaming defender to attack-move and back. Fixed.
-Fixed a variety of bugs with the target acquistion logic, and improved the time-to-find for attack and repair targets. Yet more performance improvements relating to this, too.
-There may have previously been an issue with incoming fire going through force fields. Fixed.
-Previously, Beam Frigates were unable to hit must-be-directly-targeted ships.
-In the last prerelease, player ships were unable to hit must-be-directly-targeted ships if there were no autotargetable ships on the same planet. Fixed.
-In recent prereleases, Backdoor Hackers were not properly getting exo-galaxy wormholes on player planets. Fixed.
Please see the below link if you want to see changes since 2.000, up to 2.001M.
http://arcengames.com/forums/index.php?action=dlattach;topic=2485.0;attach=862
