(Version 1.006C was not released publicly.)
Here's the latest prerelease:
http://www.arcengames.com/share/AIWar1006D.zipThat version is an upgrade from version 1.005, so you have to already have 1.005 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 1.006C:
(Cumulative release notes since 1.005 are attached at the bottom)
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-In the last prerelease version, there was a crash bug if you tried to click items in the selected items button menu in the planetary view. Fixed.
-There was previously a crash bug if players tried to Ctrl-click an exo-galaxy wormhole. Fixed.
-In the last version, if you sent ships between planets while in the Free-Roaming Defender mode or Attack-Move mode, they would arrive at the other end and have a mangled wormhole path. Fixed.
-SuperFortresses and AI Troop Accelerators no longer appear as secondary objectives, since that didn't really make sense.
-Mine Layers are now a part of the Mobile Builders quick button list.
-The number of hostile wormholes count on the galaxy map was previously not taking into account destroyed warp gates. Fixed.
-The text for enemy wormholes now shows up as light salmon in the main planetary view, or it shows up as bright red if the enemy wormhole is hostile (in the sense of being able to produce waves through a warp gate).
-Previously, no resource-type ships could be built on planets not belonging to the local team. Now, only harvesters are restricted in this way.
-Scout Starships are now selected via the O shortcut key.
-The way that resource producer efficiency reductions are calculated is now more friendly to the player, and is no longer dependent at all on build order of producers (it was unintended that this was previously the case to a degree).
-Mark II and Mark III versions of the Command Stations can now be unlocked. They each produce 6 more metal/crystal than their prior tech level, but also use much more energy and take longer to build. Only 8 of each of the new types can be built, as well. The two types cost 5,000 and 8,000 knowledge respectively to unlock (and are then available as choices at any colony ship). To "upgrade" a command station, the old one must first be deleted and then the new one added.
-A "Warp Jammer" command station can now be unlocked for 5,000 knowledge. Only 5 of these can be built, and they use 30,000 energy as well as -8 metal and crystal per second. However, they prevent the AI from warping any waves into the planet that has this command station present.
-In prior versions, there was a bug wherein the junk/rock clusters and wormholes would sometimes get scrambled in a savegame after one player had lost a home planet, but the game was not yet over. Fixed.
-Lesser compression is now used in saving games (as opposed to what is used for state transfers), which much improves save performance. Also sav.dmp files are no longer saved along with actual savegames, which slightly improves save performance over even the compression change. The way that bools are saved into the savegames is now more storage-efficient for large games, which also makes these easier to compress. In total, the performance of saving games with many ships (60,000+) has about tripled from these changes.
-During saves, the game now pops up a message showing what it is doing, rather than just silently hanging the game during the save.