Still gearing up, in the main. Our goal has been to get all the other tweaks we wanted in (that's about done), all the CoN stuff in for at least the first versions (that's basically done), and to get through the most important parts of the bug reports forum, which had grown rather large (that's getting close).
In related news, the v3 of Unity is getting pretty close from what we hear, too. We're on something like beta 4 or 5 from them, and those are getting a lot more stable, etc. So hopefully that might coincide with AI War 4.0 being fully released in early to mid October, which is the current goal. Hopefully we'll have AI War pre-4.0 unity versions out in mid-September, so that public beta testing can begin on them then. We shall see.
That said, some of the work we've been doing in the last few weeks also doubles for the unity port, such as the lobby redesign. That was a good 6ish hours of work right there that was easier to do BEFORE the switch, and which saves us at least that much time off the switch. There have been a few other things like that behind the scenes, both on the AI War and the Tidalis side; the new Tidalis sound subsystem that was added in 1.003 for that game is what will be used for AI War, and it's finally robust enough to do what AI War needs.
So... we're getting there. But in a lot of real respects we can only do one thing at a time, so it's a rather specific order of operations to get all this done. I also wrote out a big honkin internal conversion notes document for the code, so that if Keith is working on that while I'm out on paternity leave (which is likely to be the case), then he'll at least have design notes in hand!