The latest prerelease of AI War is now out:
http://www.arcengames.com/share/AIWar1010C.zipThat version is an upgrade from version 1.009, so you have to already have 1.009 (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 1.010B:
(Cumulative release notes since 1.009 are attached at the bottom)
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-If a ship is on a different planet from the tractor beam that is holding it, it will now be forced through to the other planet. This should never happen anyway, unless the held ship fails to follow the tractor ship through the wormhole.
-Space Tugs, Mines, Missiles, Fortresses (super and regular), Force Fields, and Cutlasses all can now have a health regen rate of some variety. In many cases it takes several hours to full heal one of these ships, but the general idea is that all non-repairable ships now have some capacity for self-healing.
-Thanks to recent changes to AI tactics when going through wormholes, the Special Forces Captain is a lot more difficult now. It has been promoted to now be a HARDER AI type instead of a MODERATE one.
-Laser Turrets now require Mark II Turrets to be unlocked first, instead of Mark III.
-The cost of Mark III standard turrets is now half its prior value, and its health is now 4x higher. The health of Mark II standard turrets is now 2x its prior value.
-Energy Reactor efficiency (mark I and II) now goes down by 20%/40% for each additional reactor beyond the first built on the same planet. This will encourage players to not cluster their reactors on their home planet, which will also make them harder (more interesting) to defend. Most existing savegames are likely to suddenly have a negative energy balance when loading this new version. These never drop below a floor of 10% efficiency.
-The range of munitions boosters has been doubled. However, munitions boosters now only work when they are not moving.
-The starting tech level of AI planets was being calculated too late in the prior map generation logic. That has been fixed, which will change the scenarios from what they previously were. For one thing, this will make AI players use lower-level force fields on lower-level planets, like they should have been doing all along.
-The protection radii of all of the force fields has been increased. The size of the Mark I force field has been doubled, and the increases to the Mark II and II force fields are much smaller. This makes the lower-level force fields significantly more useful for players and AIs, even though they are still way weaker than the higher-level force fields.
-Teleporting ships are no longer restricted from going through wormholes. This limitation was too restrictive in practice, and now that the AI has wormhole defenses, this is no longer really needed, anyway.
-There is now a new settings option under Zoom/Pan settings: Restore Zoom When Activating Control Group. This restores the prior-saved zoom level at the other planet when switch planets during control group activation.
-The AI now uses group-move when attacking players from a guard position. This helps to maintain the power of the guarding ships, rather than letting them get so easily strung out and weakened.
-Fighters are now 75% more resistant to cruiser shots, which makes homogeneous cruiser fleets less powerful.
CHANGES FROM PRIOR PRERELEASES
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-Right-clicking enemy ships in the planetary summary was still centering on all of them, rather than cycling through them. Fixed.
Edit: Fixed the thread topic to say 1.010C. -Fiskbit