(1.005H was a very minor release noted in the 1.005G thread.)
Here's the latest prerelease:
http://www.arcengames.com/share/AIWar1005I.zip This is the last of the prereleases for today -- been a busy one!
That version is an upgrade from version 1.004, so you have to already have 1.004 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 1.005G:
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-Ship types that were on a planet, but no longer are, now show up as white in the planetary summary for 60 seconds (you can hover over them to find the last time they were seen on the current planet). This is useful for knowing what ships popped in and then out of a planet if they were destroyed very quickly, and it is also useful for keeping the planetary summary items from bouncing around too much when there is a lot of traffic in and out.
-Previously, hover tips did not function when the game was paused. Fixed.
-On larger screen resolutions, the planetary summary now gets taller.
-In past versions, non-resource ships were sometimes incorrectly being shown as resource-type blips on the minimap. Fixed.
-Pressing the hotkeys to switch between Galaxy Display Modes was not updating the "Current Mode" text in the hovertip for the Galaxy Display button. Fixed.
-The Score screen now expands to make use of widescreen monitors.
-Counter-Negative-Energy Turrets have been added as a new turret at command stations. These protect against the shots from Astro Trains and Munitions boosters (the former of which may be absolutely vital in some games on higher difficulties if you want to have self-sustaining defenses at highly traveled wormholes).
-Engineers now use 400 knowledge instead of 50.
-Mobile Repair stations are a new unlockable ship type under the DEF tab of your command stations. These heal any ships that come within their range simultaneously. Later releases will likely see extensions to this base ability.
-Ships will now avoid firing at targets under force fields unless there are no better targets outside force fields (except for ships like infiltrators, which can fire through force fields anyway, and so disregard this).
-The way that cutlasses and vampires react to being shot while pursuing another target should now be a bit better (they should no longer have a chance of just stopping dead).