The latest prerelease is available at
http://www.arcengames.com/share/AIWar1999P.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 1999O:
(Cumulative release notes since 1.301 are attached at the bottom)
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-Previously, cloaked ships that were revealed by tachyon beams (yet were not completely visible) were not able to be caught in tractor beams. Fixed.
-In recent releases, the game has not been recovering properly from a lost graphics device. This affected computers that locked after going to screensaver, or Vista/Windows 7 machines where Ctrl+Alt+Delete was pressed while the game was active. Fixed.
-More vertical size has been added to the Save and Load windows.
-Mobile Repair Tugs are no longer able to pick up force fields, fortresses, mobile repair stations, command stations, or other large-yet-mobile ships.
-Previously, ships that were directly placed would sometimes jump to the side. Fixed.
-Fortresses were incorrectly noting that they were a fixed structure in their tooltips. Fixed.
-Previously, the health of many directly-placed ships was counting upwards too slowly, and then jumping to full at the end. Fixed.
-In recent releases, the estimated build times for ships was always off from the actual build time when higher-tier engineers were used. Fixed.
CHANGES FROM PRIOR VERSIONS
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-Basic Turrets were still called Short-Range Turrets in the research menu. Fixed.
-The Expenses By Player tab was not refreshing when the player dropdown value was changed. Fixed.
-In recent prereleases, there was a bug that would cause ships (notably force fields and repair stations) to wander about the map.
-In recent prereleases, exo-shields were dying as soon as they were created. Fixed.
-Mark II and III command stations are no longer mobile, as that opened up a number of possible exploits.
-In past prereleases it was possible in some cases to build too many harvesters on a planet. Fixed.