The latest prerelease is available at
http://www.arcengames.com/share/AIWar1999E.zipThat version is an upgrade from version 1.301, so you have to already have 1.301 (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 1999C:
(Cumulative release notes since 1.301 are attached at the bottom)
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-The "Negative Energy" shot type has been renamed to "Dark Matter" to make it more clearly distinct from discussions of "negative energy" as it refers to the energy balance of players.
-Scouts and Scout Starships have a new "Unaffected By Negative Energy" ability, which makes them remain cloaked even when their controller's energy balance drops below zero.
-AI Force fields once again have a very slow regen (but still can't be repaired).
-The regen rate of mobile military ships (most notably cutlasses) was previously far too low when present. Fixed.
-In recent releases, it was difficult or impossible to give cutlasses move orders if they were already chasing a target ship. Fixed.
-There is now an altplanetnames.txt file in the main directory of the application. Players can add their preferred names to this file, and when they host planets will take on names from this list once the game has started. This does not affect the lobby at all (since players may have differing values in their txt files), and once the game has started everyone is synced to the values from the host player. If there are too few entries in the txt file for the size of map that was selected, it will instead use the autogenerated style of planet names for any remaining planets.
-In 1.301, there was a bug where ships under the mouse cursor were selected when a planet was clicked in the galaxy map. Fixed.
-The Zinth race has been renamed to Zenith for the sake of clarity.
-Ships now remember the last ship type that they were assigned by a player (human or AI) to kill. They will then adjust their targeting accordingly, preferring ships of that specific type, or if a ship of that type is not available, then any ships of that class.
For example, if a group of fighters is targeted on a Raid Starship, then those specific fighters will forever more prefer to kill Raid Starships, or if those are not available, then Starships in general, or else whatever else they would normally kill.
The preferred targets are shown in the hover text when hovering over a ship. If it doesn't have a line for the preferred target, then it was never explicitly ordered to attack a certain ship type.
Ships will still only attack targets within their normal ranging rules. In other words, they will only attack ships that are within range if they are in normal mode or attack-move mode, or they will attack preferred ships anywhere on the planet in free-roaming defender mode.
In general, this new mechanic allows for a lot more automation of ship battles, without as much micromanagement.
CHANGES FROM PRIOR VERSIONS
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-In the last version, engineers were unable to assist docks and other queue-based constructors. Fixed.
NEW ART - Philippe Chabot
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