The latest prerelease is available at
http://www.arcengames.com/share/AIWar1999O.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 1999N:
(Cumulative release notes since 1.301 are attached at the bottom)
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-Collision priorities have been added. When a higher-priority ship would collide with a lower-priority ship of the same team, the lower-priority ship moves out of the way instead of the higher-priority ship looking for a new location. This can make it easier to place immobile ships into a group of mobile ships, or to position something with a booster ability in the middle of a group of ships to boost. This also makes it much easier to put fixed-position ships (resources, mines, turrets, etc) in the midst of a group of mobile allied defenders.
Current priorities (numeric values are irrelevant, just relative values matter):
10000: Immobile ships
10000: Force Fields
10000: Movable Command Stations
1000: Mobile Repair Station
500: Starships
200: Munitions Boosters
100: Engineers
50: Warheads
50: Resource ships (science lab, etc)
50: Sensors (tachyon drones, etc)
50: Colony Ships
-Fixed a bug with loading certain player stats data.
-Fixed a bug with loading ships that are heading to a transport but which are not yet in the transport.
-Tractor Beams are now considered their own ship class, rather than being part of the general turret ship class. This makes them show up separately in the galaxy map intel summary counts, and also makes it so that setting target preferences of tractor beams will secondarily prefer all tractor beams of all levels, rather than all turrets of all levels.
-Turrets now do half damage against other turrets and against tractor beams.
-Laser Turrets now cost far less knowledge to unlock, and have major bonuses against cutlass, vampire, armored, tank, figher, raptor, raider, space plane, and parasite, while having a lower attack in general, and a major penalty against bomber, cruiser, anti-armor, laser gatling, and autocannon.
-Missile Turrets now have a penalty instead of a bonus against fighters, and now have a bonus against bombers, infiltrators, infiltrators, raptors, scouts, anti-armor, teleport stations, snipers, and spiders, and a penalty against cruisers.
-MLRS Turrets now have a bonus against Cutlasses, Fighters, Raiders, Tanks, Parasites, Raptors, Laser Gatlings, and Autocannons. They now have a penalty instead of a bonus agains armored and anti-armor ships. They also now have a penalty against autocannons, deflectors, and space planes.
-When ships are under construction, their far zoom icon border flashes green. This is now a lot more obvious of a green, rather than being very low-contrast as before, so it is much easier to find ships that are being built.
-There was previously a bug where certain very old savegames were not rembmering the players' home planets correctly, especially for when their game was first loaded and for AI decision making purposes. Fixed.
-Short-range turrets have been renamed to Basic turrets, which is now a more appropriate name for them.
-Non-starship space tugs no longer pick up starships, since this often resulted in starships being prematurely yanked from battle.
-All of the different starship and turret types are now broken out into various subclasses now. This makes for more informative intel summaries, for one thing, as well as more possible specialization of attack bonuses, as well as MUCH more informative data on the strong against / weak against lists.
-Since the addition of Supply, all ships that require supply have had incorrect strong/weak data. This most notably applies to turrets. Fixed.
-In recent releases (since 1.201 or so, most likely), on maps smaller than 80 planets there were often too few Advanced Research Stations. This was initially by design, but it made the smaller maps harder than expected. There are now always 5 ARSes on every map, and existing savegames will be updated on their next load to include the correct number of ARSes.
-On very tiny maps, especially 10 planet maps that have 8 planets starting out belonging to players, this can lead to duplicate ARSes on individual AI planets.
-The population algorithm for ARSes is now better -- before it was only ever seeding them on planets belonging to the first AI, but now it will seed them on the planets of both AIs. This will affect the layout of existing map seeds, but not existing savegames.
-The initial population algorithm for Advanced Factories is now better -- this really only affects very tiny maps with large numbers of starting planets. All AFs are placed in enemy territory, but this could now include home planets of the AIs, and multiple AFs per planet if needed. The number of AFs will normally be 2x the number of starting player home planets, but it will also now never exceed 2x the number of starting AI home planets. The changes to this algorithm will not affect existing savegames.
-Guard posts (not command stations) of the AI will now start trending to being more specialized than before. Whenever they get reinforcements, around half of the reinforcements they recieve will be of the same type as whatever their most predominant type is. So there will still be a good variety at each one, but they will be much less homogenous.
-Previously it was possible to use a mobile builder to Ctrl+click and build harvesters on planets not owned by you. Fixed.