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My last victory wad before transports had attrition.  :P

The AI homeworlds have gotten stronger and player units weaker since then.
AI War II / Re: Do AI Planets Still Go "Alert"?
« Last post by Draco18s on Today at 01:08:37 PM »
Also also, AIP is per faction. Players have a progress, each minor faction has its own progress, etc.

That was the microphage and nanocaust can press the AI off without the player being the one taking all the attacks.
AI War II / Re: Do AI Planets Still Go "Alert"?
« Last post by BadgerBadger on Today at 12:09:25 PM »
When spending its Reinforcement budget, the AI has two conditions it checks for:
Either there were enemy forces there "recently" or the planet is adjacent to a non-AI planet (could be neutral, could be player/minor faction controlled). If this planet has either of those conditions then the AI will Reinforce that planet.

Each planet has a cap on "Max Defense Strength based on the mark level of the planet and the current AIP". Any budget that might be wasted is given to the next CPA.
AI War II / Re: Do AI Planets Still Go "Alert"?
« Last post by x4000 on Today at 11:45:20 AM »
Welcome!  Sorry for the slow response here.  And you are in just the right place. :)

The concept of planets being on alert is... kinda-sorta here?  The AI does make decisions based on the proximity to hostiles, but it's a little more complicated now since there are other hostiles than just you, and those hostiles may or may not own planets (macrophage often lives on AI worlds, doing nasty things without taking the planet).

The AI has a certain set reinforcement budget that goes up as the AIP goes up, and it allocates that primarily along the "front lines" of where it thinks things are most dangerous, but that's not just limited to what we would have considered "planets on alert" in the first game.  I can't remember if the reinforcement budget in the first game went up with more planets being on alert or not.  I'm not sure if that would be wise in this game, or not.

I'll be curious to know what you think about how it's tuned at the moment, if we should show alert status or not, and that sort of thing.

AI War II / AI War 2 v0.803 Released! "The New Attack-Move"
« Last post by x4000 on Yesterday at 10:09:07 PM »
Release notes here.

Whew!  It's been a really long day, but I feel like I didn't get really that many things in.  Most of my day was spent on the forums, and I know I promised that a few things would be in this build that got pushed back -- apologies to those folks.  I think it was three features.  I should be able to get them in tomorrow, but I'm going to be a bit more careful about my promises from now on when it comes to short-term schedule.

Basically I wound up spending a lot of my time listening to folks and finding out what gripes are bothering them the most.  That was a super useful way to spend the time, even though it caused the feature list to be a little shorter than usual.  Still, the list isn't bad:

  • A couple of minor clarity improvements.

  • You can now see text and icons out further on the galaxy map, and you can customize when (or if) they disappear (it gets cluttered if you keep them all the way out).

  • The planet tooltips show you some substantially more useful info, so less clicking around.

  • You can build turrets and the like in groups of 5 by holding down Ctrl now, like in the first game.

  • The various modes that ships can be in can now all be mixed and matched (so group-move+stop-and-shot+frd, if you want).

  • There's an awesome new attack-move mode, which is kind of a hybrid of several other modes and brings a much-needed way to automate small offensive actions.  Pursuit mode is great for defense, and this is basically the offensive equivalent now.  I spent a lot of time talking to Terrarius about the existing options, and eventually realized there was simply a gap that needed to be filled with something new.

  • The game should no longer submit anonymous hardware statistics to unity.  Sorry that we accidentally had that on; let us know if you still see it, please.  Thanks to lonetrav and Demerzel for bringing this to our attention.

  • A couple of other bugs were fixed, including the inability to save during the tutorial.

  • Ships being in hold-fire mode messing with their ability to re-cloak is fixed.

And then a couple of major balance tweaks!

  • Basically, people were too rich and the AI was too poor.  So...

  • You now only get 30 hacking points per planet, instead of 40.  Hopefully this feels just right, instead of being over-abundant or pauperish.

  • The AIP gained per destroyed command station is now 25 instead of 15.  Basically the amount of ramp-up that the AI has from AIP is a bit more tame than the first game, and so this balance shift should bring them more in line with the first game.  It also has the side-effect, Puffin noted, of letting the AI get substantially more mad at other factions, which is a cool side effect.

  • And ambush turrets also got a variety of buffs to make them more effective.

Expect more tomorrow, and each day this week.  We've been maintaining a schedule of roughly 3-5 releases a week for a while now, and we don't expect for that to change anytime soon.  I wish I had been able to get every last everything done in one day, but that's of course not realistic.  But we'll make quick progress.  Thank you everybody so much for the support, and the kind words, and the positive reviews.  It's making such a big difference to us.

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.


The only time I won a game of AIW:Classic was by getting the Spire to do it for me. Every time I assaulted an AI homeworld myself, I would just get plastered. I know, there's some trick to it, people have done it, etc. I wasn't one of those people though. Every time I went into one of those systems, my fleet would basically die in the blink of an eye, and then I'd get steamrolled by the counterattacks without a chance to rebuild.

Luckily, I had the Spire victory condition on, so I just built the requisite number of Spire cities and did the "tug the alien artifact back to the base" thing. The AI attacks were pretty brutal, but my elite Spire fleet was able to wipe them out pretty good, and then the main Spire fleet showed up and rolled over the rest of the AI.

So I guess what I'm saying is it would be pretty great to have a way to win without having to do the horribly tedious homeworld assaults.
AI War II / Do AI Planets Still Go "Alert"?
« Last post by EKG_Burst on Yesterday at 09:51:00 PM »
Hi all. Brand new, so genuinely sorry if this isn't the right place for this.

A.I. War had an "alert" system by which enemy planets, once put into "alert" mode, would begin reinforcing them with ships, making some planets very difficult nuts to crack in the late game.

Has this feature been carried over to A.I. War 2? I don't see a tooltip for it, and can't find anything about it online.

Thanks in advance.
Oh, and yes, the side bar only shows structures, not units, when there is no visibility.
AI War II - Gameplay Ideas / Re: Fleet Command really needs a lot of improvement
« Last post by x4000 on Yesterday at 05:12:50 PM »
Oh I see... yes, simply giving orders from the galaxy map is the way to do that.  Going planet by planet would be maddening, indeed!

And yes, there is no way to change the binding to just right-click to go into the wormholes with units.  The keybinding that is defined is a modifier that gets added with right-click, so you could make it Z+right-click instead of ctrl if you wanted to.  But trust me, you would never want it to be just right-click -- we had that in the original game about 10 years ago for a while, and it was chaos.  There is often fighting right on top of a wormhole, and we were sending our ships through to the other planet constantly.  It was chaos!

But by sending ships on the galaxy map, you just have to right click the planet you want and they're off to the races.  No need to hold any button.

Hope that helps!
Right, the sidebar shows the icons, but the main view does not (neither icons nor models)
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