Warning: There are some significant AI shifts in this version, which is likely to make it much harder given the same difficulty level. So if you are loading older savegames that were close, you might find yourself losing if you are not careful. Just fair warning!The Latest prerelease is now out:
http://www.arcengames.com/share/AIWar1011C.zipThat version is an upgrade from version 1.010, so you have to already have 1.010 (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 1.010:
(Cumulative release notes since 1.010 are attached at the bottom)
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-Electric Shuttle attack strengths have been doubled, and their health has been increased by almost double, too.
-Force fields are now a new category of their own, separate from the general "heavy defense" category.
-Light starships now have a small bonus against force fields.
-Raid and Leech starships now are immune to force fields, and are thus able to shoot ships under them. They also have the same small bonus against force fields.
-Flagships, Zinth Starships, and Spire Starships now have much greater bonuses against force fields.
-Core starships now have a huge bonus against force fields.
-The number of simultaneous shots each starship is able to fire has been doubled.
-All starships now have some level of munitions boost ability.
-Starships and other heavy defense items can no longer have their attacks boosted. This prevents an impulse to strengthen starships by clustering them all together. They are meant to be an anchor for other smaller groups of ships.
-Shots are now required to stay within their attack range of the target they are being fired at. This solves several problems, for one allowing the really fast ships to outrun very slow shots, and for two allowing for teleporting ships to escape the range of incoming shorter-range shots without those shots trailing them indefinitely.
-All of the bigger AI ships, like advanced research stations, are now immune to tractor beams and thus EtherJets and Space Tugs.
-Missiles no longer gather scout intel.
-AI ships will now abandon their posts when they target a missile or a starship, which can either help them to kill the target or it can create a backwash of enemy ships flowing to the player planets after a missile/starship has passed through AI planets.
-It is now possible to view any planet at any time, but only the wormholes are visible if you have never scouted the planet and don't have ships there, and an extra fog of war is shown. If you have scouted the planet before, but you don't have ships currently at that planet, then the resource spots are also shown in addition to the wormholes, but nothing else and the fog of war is still there.
-The way that waves are sent from the AI has been heavily revamped. Wave timing has been adjusted, and the size of the wave that is sent is now based completely on how long was spent being created. So sometimes you might get hit with several smaller waves in quicker succession, and other times you might have a long wait between waves but then a really huge influx.
-The AI now builds up periodic cross-planet attacks on difficulties 5 and greater. These just basically "set free" a certain number of ships above a max threshold at an AI planet, dispersing them into the galaxy to wreak whatever havoc they can. Depending on how the older game was going, this may turn a lot of old save files into losses if players do not carefully defend themselves. At difficulty 7, these waves range in strength between 875 and 1680 ships -- of whatever tech level the planet has that built these up.
-The health of all turrets has been doubled at the least, and in some cases increased more than that.