Chris here. I'm going to keep this brief and try not to be annoying! First up: if you didn't already know, we're running a kickstarter for the sequel to AI War, and that's a pretty big deal to us. If you have not already, please consider signing up for the Headtalker campaign for AI War II. The true power of this thing has only really become apparent to me today, and it's pretty awesome. Briefly:
- If 500 people sign up -- and there are 71 on there as of the time of this writing, including myself -- then a big social media blast goes out. I guess kind of like a Thunderclap?
- It tracks the amount of reach that we have on social media based on this, and basically it can be a way to get in front of a LOT of people. Out of just 71 people signed up so far, that gives us a potential reach of 960 thousand people.
- Bearing in mind that a ton of those people will have zero interest in this, it's still a lot more targeted than advertising in some ways, and it's also not costing us anything (or you much time).
- Given our current backer counts, less than a third of you would need to help out with this for a big blast to go out.
- And actually you can recruit other people as well if you like who are not backers of the project -- you never know if your friend's friends are strategy enthusiasts, even if that friend is not.
- As with this kickstarter campaign itself, if the target is not hit, nothing happens. So if we don't get 500 people signed up, then the whole thing doesn't happen. Even if you have a small twitter following or just a few facebook friends or a small group on linkedin or whatever else, that still is valuable in that it helps us reach that count of 500 people.
Thank you for reading!
That was annoying, and I apologize for that. To make it up to you, I'll give a few more tidbits about Reverse AI War, which I teased in update #8. Basically:
- It's a much smaller and shorter game, and made for serial replayability. Ideally games are 5-25 minutes long, depending on the complexity of the scenario you set up. I'd estimate 15 or 20 minutes on average.
- I doubt it would be multiplayer, but who knows. Probably that would just be irritating to play with others, though, to be honest.
- The game is set in the Arcenverse, in the timeline after Bionic Dues and Release Raptor, but long before AI War, The Last Federation, Stars Beyond Reach, or Starward Rogue.
- You play as the AI at the end of Earth's history in this game. You may remember from the lore of Raptor that basically some humans got left behind on Earth while the rich and the upper classes fled to the stars.
- The AI eventually chases the humans out into the galaxy, as we clearly see in the first AI War. However, before it can comfortably do that, it needs to take care of the planet that we both came from.
- The overall idea here is thus that you're trying to kill the last of the humans remaining on earth. It really gives you a perspective of the sort of vaguely Risk-like experience that the AI has in AI War, but on territories on earth instead of planets and solar systems in space.
- As with AI War, the AI (you, this time) have vastly superior resources to your foes, but also some weak spots. This game is also a David and Goliath simulator... but this time you're Goliath tasked with destroying David?
- If that sounds easy, then you're forgetting the core weakness of the AI: blindness. You don't know WHERE all those pesky humans are. You thus want to do various things to draw them out, including letting them take some territory from you in order to expose themselves. Mwa ha ha, they think they're so sneaky...
- ...of course, the more you do that, the more you actually do risk that they pop up in surprising force and destroy your quantum computer, thus ending you. The other risk is that they escape into space, meaning that you've failed in your chief objective.
Addendum!
There have been a number of objections to the Reverse AI War thing being talked about on our forums, and I felt like those are things that I wanted to address here, too. Here's the original thread: http://www.arcengames.com/forums/index.php/topic,19276.msg209980.html#msg209980 The TLDR is that basically, no, that doesn't mean that we're giving up on this campaign. It doesn't indicate a lack of interest on my part in AI War II, either. It is an attempt to be honest and clear with you despite the fact that it may be mildly stupid from a PR standpoint, but I think that honesty tends to beat "smooth talking" in situations like this. If you still have reservations, the post there is worth a read. I suppose the other biggest point is that we're neither just sitting here and hoping things improve (we're both making contingencies and actively trying to improve things at the same time). A lot of kickstarters do this thing where they seem to just be blindly trucking along, and anyone who looks at them goes "that's not going to fund," but they seem oblivious. I hate that so much. I doubt the people are oblivious, but I guess they don't want to show a lack of confidence and so they sure seem oblivious. I'd rather tell you as much as I can about what we're trying to do to make things better, instead.
[ 2016-10-20 17:44:05 CET ] [ Original post ]
Chris here. I'm going to keep this brief and try not to be annoying! First up: if you didn't already know, we're running a kickstarter for the sequel to AI War, and that's a pretty big deal to us. If you have not already, please consider signing up for the Headtalker campaign for AI War II. The true power of this thing has only really become apparent to me today, and it's pretty awesome. Briefly:
- If 500 people sign up -- and there are 71 on there as of the time of this writing, including myself -- then a big social media blast goes out. I guess kind of like a Thunderclap?
- It tracks the amount of reach that we have on social media based on this, and basically it can be a way to get in front of a LOT of people. Out of just 71 people signed up so far, that gives us a potential reach of 960 thousand people.
- Bearing in mind that a ton of those people will have zero interest in this, it's still a lot more targeted than advertising in some ways, and it's also not costing us anything (or you much time).
- Given our current backer counts, less than a third of you would need to help out with this for a big blast to go out.
- And actually you can recruit other people as well if you like who are not backers of the project -- you never know if your friend's friends are strategy enthusiasts, even if that friend is not.
- As with this kickstarter campaign itself, if the target is not hit, nothing happens. So if we don't get 500 people signed up, then the whole thing doesn't happen. Even if you have a small twitter following or just a few facebook friends or a small group on linkedin or whatever else, that still is valuable in that it helps us reach that count of 500 people.
Thank you for reading!
That was annoying, and I apologize for that. To make it up to you, I'll give a few more tidbits about Reverse AI War, which I teased in update #8. Basically:
- It's a much smaller and shorter game, and made for serial replayability. Ideally games are 5-25 minutes long, depending on the complexity of the scenario you set up. I'd estimate 15 or 20 minutes on average.
- I doubt it would be multiplayer, but who knows. Probably that would just be irritating to play with others, though, to be honest.
- The game is set in the Arcenverse, in the timeline after Bionic Dues and Release Raptor, but long before AI War, The Last Federation, Stars Beyond Reach, or Starward Rogue.
- You play as the AI at the end of Earth's history in this game. You may remember from the lore of Raptor that basically some humans got left behind on Earth while the rich and the upper classes fled to the stars.
- The AI eventually chases the humans out into the galaxy, as we clearly see in the first AI War. However, before it can comfortably do that, it needs to take care of the planet that we both came from.
- The overall idea here is thus that you're trying to kill the last of the humans remaining on earth. It really gives you a perspective of the sort of vaguely Risk-like experience that the AI has in AI War, but on territories on earth instead of planets and solar systems in space.
- As with AI War, the AI (you, this time) have vastly superior resources to your foes, but also some weak spots. This game is also a David and Goliath simulator... but this time you're Goliath tasked with destroying David?
- If that sounds easy, then you're forgetting the core weakness of the AI: blindness. You don't know WHERE all those pesky humans are. You thus want to do various things to draw them out, including letting them take some territory from you in order to expose themselves. Mwa ha ha, they think they're so sneaky...
- ...of course, the more you do that, the more you actually do risk that they pop up in surprising force and destroy your quantum computer, thus ending you. The other risk is that they escape into space, meaning that you've failed in your chief objective.
Addendum!
There have been a number of objections to the Reverse AI War thing being talked about on our forums, and I felt like those are things that I wanted to address here, too. Here's the original thread: http://www.arcengames.com/forums/index.php/topic,19276.msg209980.html#msg209980 The TLDR is that basically, no, that doesn't mean that we're giving up on this campaign. It doesn't indicate a lack of interest on my part in AI War II, either. It is an attempt to be honest and clear with you despite the fact that it may be mildly stupid from a PR standpoint, but I think that honesty tends to beat "smooth talking" in situations like this. If you still have reservations, the post there is worth a read. I suppose the other biggest point is that we're neither just sitting here and hoping things improve (we're both making contingencies and actively trying to improve things at the same time). A lot of kickstarters do this thing where they seem to just be blindly trucking along, and anyone who looks at them goes "that's not going to fund," but they seem oblivious. I hate that so much. I doubt the people are oblivious, but I guess they don't want to show a lack of confidence and so they sure seem oblivious. I'd rather tell you as much as I can about what we're trying to do to make things better, instead.
[ 2016-10-20 17:44:05 CET ] [ Original post ]
- AI War: Linux [110.7 M]
- AI War: The Zenith Remnant
- AI War: Children of Neinzul
- AI War: Light of the Spire
- AI War: Ancient Shadows
- AI War: Vengeance Of The Machine
- AI War: Destroyer of Worlds
Humanity has already fought its war against the machines -- and lost. AI death squads stand watch over every planet and every wormhole, the few remaining human settlements are held captive in orbiting bubbles, and the AIs have turned their attention outward, away from the galaxy, to alien threats or opportunities unknown.
This inattention is our only hope: a small resistance, too insignificant even to be noticed by the AI central command, has survived. These are the forces you will command. The AI subcommanders will fight you to the death when they see you -- but your glimmer of opportunity comes from quietly subduing those subcommanders without alerting central processing to the danger until it's too late.
You do have a few things going in your favor. Your ships are much faster. You have safe AI routines to automate defenses and mining outposts. You have production techniques that can churn out fully-outfitted unmanned fighters in seconds. There will never be more than a few thousand of your ships versus tens of thousands of theirs, but through careful strategy you must somehow reach and destroy the heavily-guarded AI cores.
Go forth into the galaxy, steal AI technology, recapture those planets you must in order to achieve your ends, and save what remains of humanity. But draw too much attention to yourself, and the full might of the AI overlords will come crashing down.
- OS: Ubuntu 10.10 or later. although other unsupported distros may very well work
- Processor: 1.6Ghz CPU (2.4 Ghz recommended. Dual Core strongly recommended for Host)Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Graphics card must support 1024x1024 textures (most 32MB and up graphics cards do). 1024x768 or greater (32 bit color recommended)Hard Drive: 300MB Multiplayer: Broadband Internet Connection or LAN required for multiplayer.
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