New beta build! https://wiki.arcengames.com/index.php?title=AI_War_2:Finalizing_Multiplayer#Beta_3.507_Spare_A_Moment_For_Your_Orbitals Okay, this one is largely a digression. But first, what's the stuff in here for the bulk of folks? - More tools for looking at threads that might be misbehaving. It seems to be intermittent. - Badger got the tech window code to provide a more accurate count of upgradable ship lines. It does not fix problems with the turret count though. - Several bugfixes that were pretty minor. Beyond that, I took a bit of a side track today, and worked on a major new gameplay mechanic for DLC3. Well, kind of a cluster of them. The core thing is ship orbits around other ships, the gravity well center, other ships orbiting other ships, and so on. There's more I need to do there to make it fully smooth, and I haven't had time to test the versions that are not focused around the fleet leader, but it's a start. Why this side track? I learned today that Zeus's availability for doing his portion of DLC3 is going to be ending later this month, so I was now the bottleneck for him being able to do the work he wanted to. There's a few other things along those lines that I'm going to knock out, and that will give the testers more time to test, too. Then I'm not holding up anyone else's work while I continue to bang my head against the wall of the codebase and get all the post-pooling errors that remain fixed. The number is really shrinking, which is good, but the number did not shrink today. As those drop in number, I will then shift back to multiplayer and work on that. There's some major ripping and tearing I plan to do in that area to make the client really work well. Interestingly, I found an unexpected source of desyncs in the ship creation code today when I was working on the orbital work, so that's something I can improve. The game already self-repairs from desyncs, but the less work I make it do in that regard, the better it is for your bandwidth and for smoothness on the client. So that was an unexpected and nice find, but it's a nontrivial fix to solve it. (Passing a Context object past a client-barring gate is insta-desync, is the short explanation). Loadouts are one of those things that are on my short term list of things to make ready for the others, and that will be backported to DLC1 as well. Though I'm not sure precisely when on that bit. There's a bunch of other features and work, and I'm not entirely sure how well things will fit into my schedule. We'll find out as each week passes. Right now it looks like the "true" versions of Expert and Deathwish mode are not going to come to pass, unfortunately. Strategic Sage and I have been discussing that, and essentially trying to get the Fuel concept or the other things we wanted in there is a HUGE time gamble for us both, and there's no guarantee that it will yield the feel that either of us are looking for. And meanwhile, most players are super happy with the Humanity Ascendant mode as it is, so I'm chasing a very tiny minority goal there. It's something I wanted to do, but it's looking like it's not remotely commercially viable right now. I don't plan to remove those other modes, because they do add on some stricter rulesets, but they may never be as divergent as they were intended to be. There's a few nice QoL improvements still planned for the near future, because they are fast and the sort of thing everyone will appreciate. I'm going to try to avoid making promises for the next little while, because I'm really having to react on my feet to what comes up in testing and what other contributors need for their work and so on, so it's hard for me to keep a straight-line focus like if I was working in a vacuum by myself. Anyway, the release tempo is going to stay fast for a while, either way. More to come soon. Enjoy!
[ 2021-08-11 04:15:44 CET ] [ Original post ]
- AI War 2 Linux [1.72 G]
- AI War 2: The Spire Rises
- AI War 2: Zenith Onslaught
- AI War 2: The Neinzul Abyss
You must steal as much technology as you can, and take enough territory to fortify your bases and launch your attacks. But every conquest you make turns the attention of the AI ever more in your direction... so choose your targets with care.
It's "a sequel to [Arcen's] enormo-space RTS AI War, which we called'one of this year's finest strategy games' back in 2009" (Tom Sykes, PC Gamer)
What's New?
We still have a lot of work to do on the game, and we're undergoing some major work with our beta testers before heading to Early Access, but a lot is already awesome:- The game is crazy moddable.
- It's multithreaded to take full use of modern computers.
- The new 3D graphics are working out great.
- The UI has already been dramatically improved by the introduction of a tabbed sidebar in the main view, and streamlining of several other mechanics that felt very difficult in the past. More to come, there.
- We’ve got art for over 130 distinct units (not counting different mark levels), and there's more to come.
- We’ve got over 1500 lines of spoken dialogue from more than 25 actors, focusing primarily on the human side at the moment; we have a few hundred lines of AI-side taunts and chatter, some of which is recorded but just not processed yet.
- There are hundreds of high quality sound effects for a varied battlefield soundscape (with distance attenuation if you’re far away, and positional 3D audio if you’re down in the thick of it), all routed through a tuned mixer setup for optimal listening to all the various parts.
- We have a set of music from Classic that is over four and a half hours long, and the new music from Pablo is partly in, but mostly set to be mastered and integrated within the next week or two.
- There’s also a ton of map types, many of them new, and with a lot of sub-options to make them even more varied.
- And a whole lot more.
Wishlist the game to be notified when it becomes available!
- OS: Ubuntu 12.04+. SteamOS+
- Processor: Dual Core 64bit CPU (2.2+ GHz Dual Core CPU or better)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GTX 510+. Radeon HD5900+. or Intel HD4000+
- Storage: 4 GB available space
- Processor: Any Quad Core or 3.0+ GHz Dual Core CPUMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: NVIDIA GTX 660 2GB / AMD HD 7870 2GB
- Storage: 4 GB available space
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