Here's the latest prerelease:
http://www.arcengames.com/share/AIWar1009B.zipThat version is an upgrade from version 1.008, so you have to already have 1.008 (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 1.009A:
(Cumulative release notes since 1.008 are attached at the bottom)
-------------------
-In recent releases, the count of wormholes on each starting planet was not showing in the lobby. Fixed.
-The wormhole reinforcements of the turtle and fortress baron AI types have been toned down somewhat. Also, wormhole reinforcements in general have been toned down a bit until AI difficulty 8.
-There was a very, very rare crash bug with calculating Sin/Cos. Fixed.
-On planets on which players would normally not be able to see enemies on the planetary summary sidebar, the players now also can't see a count of the enemy ships in their selection range (instead just seeing
). Also, cloaked enemies are no longer included in this count.
-When AI players still have a ship (or an Exo-Galaxy Wormhole) on a player's planet, that shows up as a hostile wormhole in the hostile wormholes count in the galaxy map.
-The Z+X attack range circles will no longer include cloaked enemy ships.
-A new Z+A key combination has been added. Holding this allows the player to see the range of all their selected ships with the center at the cursor position rather than the ship positions. This is very useful for moving ships into a specific range of a target.
-Vampires and Cutlasses now have infinite engine health, since they are completely useless without engines (and since cutlasses cannot be repaired). Mobile Force Fields (Mark III force fields) also now have infinite engine health.
-All command posts and command stations are now immune to being insta-killed.
-Pressing F1 will now make the planetary summary show entries for every ship type in the game, rather than just the ship types that are at the local planet. This is useful as a lookup tool for enemy ship types that are incoming but not yet present, or as an "icon key" for deciphering the icons in the galaxy map intel summary.
-The sound effect for when home planet command stations are under attack is now better.
-There is now a visual warning in the upper left when command stations are under attack or are destroyed. There is also a new auditory warning, low in pitch, that goes along with this.
-Engineers are not allowed to repair other engineers that are making repairs, but now engineers are allowed to repair other engineers that are simply assisting space docks or other constructors. This makes it possible for a free-roaming engineer to repair engineers attached to a dock.
-Previously, it was possible for the lines between ships (tachyon, cloaking boost, munitions boost, tractor, etc) to keep displaying for a fraction of a second between the ships when one of the ships pass between planets. Fixed.
-The cloaking booster ability now has more of an affinity for scouts, and then higher-level ships, instead of just going for the highest-costing ships. This prevents scouts from boosting the cloaking of mines if there are better targets around. Additionally, scouts will no longer boost the cloak of any ship that is immobile, which prevents them from wasting their boosters on mines in general.
-In recent releases, mobile repair stations were forgetting to stop repairing ships that were fully repaired, and they were also not doing a very good job of finding all the new targets around themselves unless the players manually moved the repair station. Fixed.
-Previously, engineers that were assisting another ship but were in attack-move mode, would oscillate back and forth between the two tasks. Fixed.
-Engineers once again collision detect properly when moving to assist a target.